;Anything here that is not (C) SGI

; Published under the MIT License

; Copyright(c) 2010 Ajtaji and Zenner

; Permission is hereby granted, free of charge, To any person obtaining a copy
; of this software And associated documentation files(the "Software"), To deal
; in the Software without restriction, including without limitation the rights
; To use, copy, modify, merge, publish, distribute, sublicense, And/Or sell
; copies of the Software, And To permit persons To whom the Software is
; furnished To do so, subject To the following conditions :

; The above copyright notice And this permission notice shall be included in
; all copies Or substantial portions of the Software.

; THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS Or
; IMPLIED, INCLUDING BUT Not LIMITED To THE WARRANTIES OF MERCHANTABILITY,
; FITNESS For A PARTICULAR PURPOSE And NONINFRINGEMENT.IN NO EVENT SHALL THE
; AUTHORS Or COPYRIGHT HOLDERS BE LIABLE For ANY CLAIM, DAMAGES Or OTHER
; LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT Or OTHERWISE, ARISING FROM,
; OUT OF Or IN CONNECTION With THE SOFTWARE Or THE USE Or OTHER DEALINGS IN
; THE SOFTWARE.



;#GL_VERSION = 1
;Version#=1.1
;  AccumOp
#GL_ACCUM                          = $0100
#GL_LOAD                           = $0101
#GL_RETURN                         = $0102
#GL_MULT                           = $0103
#GL_ADD                            = $0104

;  AlphaFunction
#GL_NEVER                          = $0200
#GL_LESS                           = $0201
#GL_EQUAL                          = $0202
#GL_LEQUAL                         = $0203
#GL_GREATER                        = $0204
#GL_NOTEQUAL                       = $0205
#GL_GEQUAL                         = $0206
#GL_ALWAYS                         = $0207

;  AttribMask
#GL_CURRENT_BIT                    = $00000001
#GL_POINT_BIT                      = $00000002
#GL_LINE_BIT                       = $00000004
#GL_POLYGON_BIT                    = $00000008
#GL_POLYGON_STIPPLE_BIT            = $00000010
#GL_PIXEL_MODE_BIT                 = $00000020
#GL_LIGHTING_BIT                   = $00000040
#GL_FOG_BIT                        = $00000080
#GL_DEPTH_BUFFER_BIT               = $00000100
#GL_ACCUM_BUFFER_BIT               = $00000200
#GL_STENCIL_BUFFER_BIT             = $00000400
#GL_VIEWPORT_BIT                   = $00000800
#GL_TRANSFORM_BIT                  = $00001000
#GL_ENABLE_BIT                     = $00002000
#GL_COLOR_BUFFER_BIT               = $00004000
#GL_HINT_BIT                       = $00008000
#GL_EVAL_BIT                       = $00010000
#GL_LIST_BIT                       = $00020000
#GL_TEXTURE_BIT                    = $00040000
#GL_SCISSOR_BIT                    = $00080000
#GL_ALL_ATTRIB_BITS                = $000fffff

;  BeginMode
#GL_POINTS                         = $0000
#GL_LINES                          = $0001
#GL_LINE_LOOP                      = $0002
#GL_LINE_STRIP                     = $0003
#GL_TRIANGLES                      = $0004
#GL_TRIANGLE_STRIP                 = $0005
#GL_TRIANGLE_FAN                   = $0006
#GL_QUADS                          = $0007
#GL_QUAD_STRIP                     = $0008
#GL_POLYGON                        = $0009

;  BlendingFactorDest
#GL_ZERO                           = 0
#GL_ONE                            = 1
#GL_SRC_COLOR                      = $0300
#GL_ONE_MINUS_SRC_COLOR            = $0301
#GL_SRC_ALPHA                      = $0302
#GL_ONE_MINUS_SRC_ALPHA            = $0303
#GL_DST_ALPHA                      = $0304
#GL_ONE_MINUS_DST_ALPHA            = $0305

;  BlendingFactorSrc
#GL_DST_COLOR                      = $0306
#GL_ONE_MINUS_DST_COLOR            = $0307
#GL_SRC_ALPHA_SATURATE             = $0308

;  Boolean
#GL_TRUE                           = 1
#GL_FALSE                          = 0

;  ClipPlaneName
#GL_CLIP_PLANE0                    = $3000
#GL_CLIP_PLANE1                    = $3001
#GL_CLIP_PLANE2                    = $3002
#GL_CLIP_PLANE3                    = $3003
#GL_CLIP_PLANE4                    = $3004
#GL_CLIP_PLANE5                    = $3005

;  DataType
#GL_BYTE                           = $1400
#GL_UNSIGNED_BYTE                  = $1401
#GL_SHORT                          = $1402
#GL_UNSIGNED_SHORT                 = $1403
#GL_INT                            = $1404
#GL_UNSIGNED_INT                   = $1405
#GL_FLOAT                          = $1406
#GL_2_BYTES                        = $1407
#GL_3_BYTES                        = $1408
#GL_4_BYTES                        = $1409
#GL_DOUBLE                         = $140A

;  DrawBufferMode
#GL_NONE                           = 0
#GL_FRONT_LEFT                     = $0400
#GL_FRONT_RIGHT                    = $0401
#GL_BACK_LEFT                      = $0402
#GL_BACK_RIGHT                     = $0403
#GL_FRONT                          = $0404
#GL_BACK                           = $0405
#GL_LEFT                           = $0406
#GL_RIGHT                          = $0407
#GL_FRONT_AND_BACK                 = $0408
#GL_AUX0                           = $0409
#GL_AUX1                           = $040A
#GL_AUX2                           = $040B
#GL_AUX3                           = $040C

;  ErrorCode
#GL_NO_ERROR                       = 0
#GL_INVALID_ENUM                   = $0500
#GL_INVALID_VALUE                  = $0501
#GL_INVALID_OPERATION              = $0502
#GL_STACK_OVERFLOW                 = $0503
#GL_STACK_UNDERFLOW                = $0504
#GL_OUT_OF_MEMORY                  = $0505

;  FeedBackMode
#GL_2D                             = $0600
#GL_3D                             = $0601
#GL_3D_COLOR                       = $0602
#GL_3D_COLOR_TEXTURE               = $0603
#GL_4D_COLOR_TEXTURE               = $0604

;  FeedBackToken
#GL_PASS_THROUGH_TOKEN             = $0700
#GL_POINT_TOKEN                    = $0701
#GL_LINE_TOKEN                     = $0702
#GL_POLYGON_TOKEN                  = $0703
#GL_BITMAP_TOKEN                   = $0704
#GL_DRAW_PIXEL_TOKEN               = $0705
#GL_COPY_PIXEL_TOKEN               = $0706
#GL_LINE_RESET_TOKEN               = $0707

;  FogMode
#GL_EXP                            = $0800
#GL_EXP2                           = $0801

;  FrontFaceDirection
#GL_CW                             = $0900
#GL_CCW                            = $0901

;  GetMapTarget
#GL_COEFF                          = $0A00
#GL_ORDER                          = $0A01
#GL_DOMAIN                         = $0A02

;  GetTarget
#GL_CURRENT_COLOR                  = $0B00
#GL_CURRENT_INDEX                  = $0B01
#GL_CURRENT_NORMAL                 = $0B02
#GL_CURRENT_TEXTURE_COORDS         = $0B03
#GL_CURRENT_RASTER_COLOR           = $0B04
#GL_CURRENT_RASTER_INDEX           = $0B05
#GL_CURRENT_RASTER_TEXTURE_COORDS  = $0B06
#GL_CURRENT_RASTER_POSITION        = $0B07
#GL_CURRENT_RASTER_POSITION_VALID  = $0B08
#GL_CURRENT_RASTER_DISTANCE        = $0B09
#GL_POINT_SMOOTH                   = $0B10
#GL_POINT_SIZE                     = $0B11
#GL_POINT_SIZE_RANGE               = $0B12
#GL_POINT_SIZE_GRANULARITY         = $0B13
#GL_LINE_SMOOTH                    = $0B20
#GL_LINE_WIDTH                     = $0B21
#GL_LINE_WIDTH_RANGE               = $0B22
#GL_LINE_WIDTH_GRANULARITY         = $0B23
#GL_LINE_STIPPLE                   = $0B24
#GL_LINE_STIPPLE_PATTERN           = $0B25
#GL_LINE_STIPPLE_REPEAT            = $0B26
#GL_LIST_MODE                      = $0B30
#GL_MAX_LIST_NESTING               = $0B31
#GL_LIST_BASE                      = $0B32
#GL_LIST_INDEX                     = $0B33
#GL_POLYGON_MODE                   = $0B40
#GL_POLYGON_SMOOTH                 = $0B41
#GL_POLYGON_STIPPLE                = $0B42
#GL_EDGE_FLAG                      = $0B43
#GL_CULL_FACE                      = $0B44
#GL_CULL_FACE_MODE                 = $0B45
#GL_FRONT_FACE                     = $0B46
#GL_LIGHTING                       = $0B50
#GL_LIGHT_MODEL_LOCAL_VIEWER       = $0B51
#GL_LIGHT_MODEL_TWO_SIDE           = $0B52
#GL_LIGHT_MODEL_AMBIENT            = $0B53
#GL_SHADE_MODEL                    = $0B54
#GL_COLOR_MATERIAL_FACE            = $0B55
#GL_COLOR_MATERIAL_PARAMETER       = $0B56
#GL_COLOR_MATERIAL                 = $0B57
#GL_FOG                            = $0B60
#GL_FOG_INDEX                      = $0B61
#GL_FOG_DENSITY                    = $0B62
#GL_FOG_START                      = $0B63
#GL_FOG_END                        = $0B64
#GL_FOG_MODE                       = $0B65
#GL_FOG_COLOR                      = $0B66
#GL_DEPTH_RANGE                    = $0B70
#GL_DEPTH_TEST                     = $0B71
#GL_DEPTH_WRITEMASK                = $0B72
#GL_DEPTH_CLEAR_VALUE              = $0B73
#GL_DEPTH_FUNC                     = $0B74
#GL_ACCUM_CLEAR_VALUE              = $0B80
#GL_STENCIL_TEST                   = $0B90
#GL_STENCIL_CLEAR_VALUE            = $0B91
#GL_STENCIL_FUNC                   = $0B92
#GL_STENCIL_VALUE_MASK             = $0B93
#GL_STENCIL_FAIL                   = $0B94
#GL_STENCIL_PASS_DEPTH_FAIL        = $0B95
#GL_STENCIL_PASS_DEPTH_PASS        = $0B96
#GL_STENCIL_REF                    = $0B97
#GL_STENCIL_WRITEMASK              = $0B98
#GL_MATRIX_MODE                    = $0BA0
#GL_NORMALIZE                      = $0BA1
#GL_VIEWPORT                       = $0BA2
#GL_MODELVIEW_STACK_DEPTH          = $0BA3
#GL_PROJECTION_STACK_DEPTH         = $0BA4
#GL_TEXTURE_STACK_DEPTH            = $0BA5
#GL_MODELVIEW_MATRIX               = $0BA6
#GL_PROJECTION_MATRIX              = $0BA7
#GL_TEXTURE_MATRIX                 = $0BA8
#GL_ATTRIB_STACK_DEPTH             = $0BB0
#GL_CLIENT_ATTRIB_STACK_DEPTH      = $0BB1
#GL_ALPHA_TEST                     = $0BC0
#GL_ALPHA_TEST_FUNC                = $0BC1
#GL_ALPHA_TEST_REF                 = $0BC2
#GL_DITHER                         = $0BD0
#GL_BLEND_DST                      = $0BE0
#GL_BLEND_SRC                      = $0BE1
#GL_BLEND                          = $0BE2
#GL_LOGIC_OP_MODE                  = $0BF0
#GL_INDEX_LOGIC_OP                 = $0BF1
#GL_COLOR_LOGIC_OP                 = $0BF2
#GL_AUX_BUFFERS                    = $0C00
#GL_DRAW_BUFFER                    = $0C01
#GL_READ_BUFFER                    = $0C02
#GL_SCISSOR_BOX                    = $0C10
#GL_SCISSOR_TEST                   = $0C11
#GL_INDEX_CLEAR_VALUE              = $0C20
#GL_INDEX_WRITEMASK                = $0C21
#GL_COLOR_CLEAR_VALUE              = $0C22
#GL_COLOR_WRITEMASK                = $0C23
#GL_INDEX_MODE                     = $0C30
#GL_RGBA_MODE                      = $0C31
#GL_DOUBLEBUFFER                   = $0C32
#GL_STEREO                         = $0C33
#GL_RENDER_MODE                    = $0C40
#GL_PERSPECTIVE_CORRECTION_HINT    = $0C50
#GL_POINT_SMOOTH_HINT              = $0C51
#GL_LINE_SMOOTH_HINT               = $0C52
#GL_POLYGON_SMOOTH_HINT            = $0C53
#GL_FOG_HINT                       = $0C54
#GL_TEXTURE_GEN_S                  = $0C60
#GL_TEXTURE_GEN_T                  = $0C61
#GL_TEXTURE_GEN_R                  = $0C62
#GL_TEXTURE_GEN_Q                  = $0C63
#GL_PIXEL_MAP_I_TO_I               = $0C70
#GL_PIXEL_MAP_S_TO_S               = $0C71
#GL_PIXEL_MAP_I_TO_R               = $0C72
#GL_PIXEL_MAP_I_TO_G               = $0C73
#GL_PIXEL_MAP_I_TO_B               = $0C74
#GL_PIXEL_MAP_I_TO_A               = $0C75
#GL_PIXEL_MAP_R_TO_R               = $0C76
#GL_PIXEL_MAP_G_TO_G               = $0C77
#GL_PIXEL_MAP_B_TO_B               = $0C78
#GL_PIXEL_MAP_A_TO_A               = $0C79
#GL_PIXEL_MAP_I_TO_I_SIZE          = $0CB0
#GL_PIXEL_MAP_S_TO_S_SIZE          = $0CB1
#GL_PIXEL_MAP_I_TO_R_SIZE          = $0CB2
#GL_PIXEL_MAP_I_TO_G_SIZE          = $0CB3
#GL_PIXEL_MAP_I_TO_B_SIZE          = $0CB4
#GL_PIXEL_MAP_I_TO_A_SIZE          = $0CB5
#GL_PIXEL_MAP_R_TO_R_SIZE          = $0CB6
#GL_PIXEL_MAP_G_TO_G_SIZE          = $0CB7
#GL_PIXEL_MAP_B_TO_B_SIZE          = $0CB8
#GL_PIXEL_MAP_A_TO_A_SIZE          = $0CB9
#GL_UNPACK_SWAP_BYTES              = $0CF0
#GL_UNPACK_LSB_FIRST               = $0CF1
#GL_UNPACK_ROW_LENGTH              = $0CF2
#GL_UNPACK_SKIP_ROWS               = $0CF3
#GL_UNPACK_SKIP_PIXELS             = $0CF4
#GL_UNPACK_ALIGNMENT               = $0CF5
#GL_PACK_SWAP_BYTES                = $0D00
#GL_PACK_LSB_FIRST                 = $0D01
#GL_PACK_ROW_LENGTH                = $0D02
#GL_PACK_SKIP_ROWS                 = $0D03
#GL_PACK_SKIP_PIXELS               = $0D04
#GL_PACK_ALIGNMENT                 = $0D05
#GL_MAP_COLOR                      = $0D10
#GL_MAP_STENCIL                    = $0D11
#GL_INDEX_SHIFT                    = $0D12
#GL_INDEX_OFFSET                   = $0D13
#GL_RED_SCALE                      = $0D14
#GL_RED_BIAS                       = $0D15
#GL_ZOOM_X                         = $0D16
#GL_ZOOM_Y                         = $0D17
#GL_GREEN_SCALE                    = $0D18
#GL_GREEN_BIAS                     = $0D19
#GL_BLUE_SCALE                     = $0D1A
#GL_BLUE_BIAS                      = $0D1B
#GL_ALPHA_SCALE                    = $0D1C
#GL_ALPHA_BIAS                     = $0D1D
#GL_DEPTH_SCALE                    = $0D1E
#GL_DEPTH_BIAS                     = $0D1F
#GL_MAX_EVAL_ORDER                 = $0D30
#GL_MAX_LIGHTS                     = $0D31
#GL_MAX_CLIP_PLANES                = $0D32
#GL_MAX_TEXTURE_SIZE               = $0D33
#GL_MAX_PIXEL_MAP_TABLE            = $0D34
#GL_MAX_ATTRIB_STACK_DEPTH         = $0D35
#GL_MAX_MODELVIEW_STACK_DEPTH      = $0D36
#GL_MAX_NAME_STACK_DEPTH           = $0D37
#GL_MAX_PROJECTION_STACK_DEPTH     = $0D38
#GL_MAX_TEXTURE_STACK_DEPTH        = $0D39
#GL_MAX_VIEWPORT_DIMS              = $0D3A
#GL_MAX_CLIENT_ATTRIB_STACK_DEPTH  = $0D3B
#GL_SUBPIXEL_BITS                  = $0D50
#GL_INDEX_BITS                     = $0D51
#GL_RED_BITS                       = $0D52
#GL_GREEN_BITS                     = $0D53
#GL_BLUE_BITS                      = $0D54
#GL_ALPHA_BITS                     = $0D55
#GL_DEPTH_BITS                     = $0D56
#GL_STENCIL_BITS                   = $0D57
#GL_ACCUM_RED_BITS                 = $0D58
#GL_ACCUM_GREEN_BITS               = $0D59
#GL_ACCUM_BLUE_BITS                = $0D5A
#GL_ACCUM_ALPHA_BITS               = $0D5B
#GL_NAME_STACK_DEPTH               = $0D70
#GL_AUTO_NORMAL                    = $0D80
#GL_MAP1_COLOR_4                   = $0D90
#GL_MAP1_INDEX                     = $0D91
#GL_MAP1_NORMAL                    = $0D92
#GL_MAP1_TEXTURE_COORD_1           = $0D93
#GL_MAP1_TEXTURE_COORD_2           = $0D94
#GL_MAP1_TEXTURE_COORD_3           = $0D95
#GL_MAP1_TEXTURE_COORD_4           = $0D96
#GL_MAP1_VERTEX_3                  = $0D97
#GL_MAP1_VERTEX_4                  = $0D98
#GL_MAP2_COLOR_4                   = $0DB0
#GL_MAP2_INDEX                     = $0DB1
#GL_MAP2_NORMAL                    = $0DB2
#GL_MAP2_TEXTURE_COORD_1           = $0DB3
#GL_MAP2_TEXTURE_COORD_2           = $0DB4
#GL_MAP2_TEXTURE_COORD_3           = $0DB5
#GL_MAP2_TEXTURE_COORD_4           = $0DB6
#GL_MAP2_VERTEX_3                  = $0DB7
#GL_MAP2_VERTEX_4                  = $0DB8
#GL_MAP1_GRID_DOMAIN               = $0DD0
#GL_MAP1_GRID_SEGMENTS             = $0DD1
#GL_MAP2_GRID_DOMAIN               = $0DD2
#GL_MAP2_GRID_SEGMENTS             = $0DD3
#GL_TEXTURE_1D                     = $0DE0
#GL_TEXTURE_2D                     = $0DE1
#GL_FEEDBACK_BUFFER_POINTER        = $0DF0
#GL_FEEDBACK_BUFFER_SIZE           = $0DF1
#GL_FEEDBACK_BUFFER_TYPE           = $0DF2
#GL_SELECTION_BUFFER_POINTER       = $0DF3
#GL_SELECTION_BUFFER_SIZE          = $0DF4

;  GetTextureParameter
#GL_TEXTURE_WIDTH                  = $1000
#GL_TEXTURE_HEIGHT                 = $1001
#GL_TEXTURE_INTERNAL_FORMAT        = $1003
#GL_TEXTURE_BORDER_COLOR           = $1004
#GL_TEXTURE_BORDER                 = $1005

;  HintMode
#GL_DONT_CARE                      = $1100
#GL_FASTEST                        = $1101
#GL_NICEST                         = $1102

;  LightName
#GL_LIGHT0                         = $4000
#GL_LIGHT1                         = $4001
#GL_LIGHT2                         = $4002
#GL_LIGHT3                         = $4003
#GL_LIGHT4                         = $4004
#GL_LIGHT5                         = $4005
#GL_LIGHT6                         = $4006
#GL_LIGHT7                         = $4007

;  LightParameter
#GL_AMBIENT                        = $1200
#GL_DIFFUSE                        = $1201
#GL_SPECULAR                       = $1202
#GL_POSITION                       = $1203
#GL_SPOT_DIRECTION                 = $1204
#GL_SPOT_EXPONENT                  = $1205
#GL_SPOT_CUTOFF                    = $1206
#GL_CONSTANT_ATTENUATION           = $1207
#GL_LINEAR_ATTENUATION             = $1208
#GL_QUADRATIC_ATTENUATION          = $1209

;  ListMode
#GL_COMPILE                        = $1300
#GL_COMPILE_AND_EXECUTE            = $1301

;  LogicOp
#GL_CLEAR                          = $1500
#GL_AND                            = $1501
#GL_AND_REVERSE                    = $1502
#GL_COPY                           = $1503
#GL_AND_INVERTED                   = $1504
#GL_NOOP                           = $1505
#GL_XOR                            = $1506
#GL_OR                             = $1507
#GL_NOR                            = $1508
#GL_EQUIV                          = $1509
#GL_INVERT                         = $150A
#GL_OR_REVERSE                     = $150B
#GL_COPY_INVERTED                  = $150C
#GL_OR_INVERTED                    = $150D
#GL_NAND                           = $150E
#GL_SET                            = $150F

;  MaterialParameter
#GL_EMISSION                       = $1600
#GL_SHININESS                      = $1601
#GL_AMBIENT_AND_DIFFUSE            = $1602
#GL_COLOR_INDEXES                  = $1603

;  MatrixMode
#GL_MODELVIEW                      = $1700
#GL_PROJECTION                     = $1701
#GL_TEXTURE                        = $1702

;  PixelCopyType
#GL_COLOR                          = $1800
#GL_DEPTH                          = $1801
#GL_STENCIL                        = $1802

;  PixelFormat
#GL_COLOR_INDEX                    = $1900
#GL_STENCIL_INDEX                  = $1901
#GL_DEPTH_COMPONENT                = $1902
#GL_RED                            = $1903
#GL_GREEN                          = $1904
#GL_BLUE                           = $1905
#GL_ALPHA                          = $1906
#GL_RGB                            = $1907
#GL_RGBA                           = $1908
#GL_LUMINANCE                      = $1909
#GL_LUMINANCE_ALPHA                = $190A

;  PixelType
#GL_BITMAP                         = $1A00

;  PolygonMode
#GL_POINT                          = $1B00
#GL_LINE                           = $1B01
#GL_FILL                           = $1B02

;  RenderingMode
#GL_RENDER                         = $1C00
#GL_FEEDBACK                       = $1C01
#GL_SELECT                         = $1C02

;  ShadingModel
#GL_FLAT                           = $1D00
#GL_SMOOTH                         = $1D01

;  StencilOp
#GL_KEEP                           = $1E00
#GL_REPLACE                        = $1E01
#GL_INCR                           = $1E02
#GL_DECR                           = $1E03

;  StringName
#GL_VENDOR                         = $1F00
#GL_RENDERER                       = $1F01
#GL_VERSION                        = $1F02
#GL_EXTENSIONS                     = $1F03

;  TextureCoordName
#GL_S                              = $2000
#GL_T                              = $2001
#GL_R                              = $2002
#GL_Q                              = $2003

;  TextureEnvMode
#GL_MODULATE                       = $2100
#GL_DECAL                          = $2101

;  TextureEnvParameter
#GL_TEXTURE_ENV_MODE               = $2200
#GL_TEXTURE_ENV_COLOR              = $2201

;  TextureEnvTarget
#GL_TEXTURE_ENV                    = $2300

;  TextureGenMode
#GL_EYE_LINEAR                     = $2400
#GL_OBJECT_LINEAR                  = $2401
#GL_SPHERE_MAP                     = $2402

;  TextureGenParameter
#GL_TEXTURE_GEN_MODE               = $2500
#GL_OBJECT_PLANE                   = $2501
#GL_EYE_PLANE                      = $2502

;  TextureMagFilter
#GL_NEAREST                        = $2600
#GL_LINEAR                         = $2601

;  TextureMinFilter
#GL_NEAREST_MIPMAP_NEAREST         = $2700
#GL_LINEAR_MIPMAP_NEAREST          = $2701
#GL_NEAREST_MIPMAP_LINEAR          = $2702
#GL_LINEAR_MIPMAP_LINEAR           = $2703

;  TextureParameterName
#GL_TEXTURE_MAG_FILTER             = $2800
#GL_TEXTURE_MIN_FILTER             = $2801
#GL_TEXTURE_WRAP_S                 = $2802
#GL_TEXTURE_WRAP_T                 = $2803

;  TextureWrapMode
#GL_CLAMP                          = $2900
#GL_REPEAT                         = $2901

;  ClientAttribMask
#GL_CLIENT_PIXEL_STORE_BIT         = $00000001
#GL_CLIENT_VERTEX_ARRAY_BIT        = $00000002
#GL_CLIENT_ALL_ATTRIB_BITS         = $ffffffff

;  polygon_offset
#GL_POLYGON_OFFSET_FACTOR          = $8038
#GL_POLYGON_OFFSET_UNITS           = $2A00
#GL_POLYGON_OFFSET_POINT           = $2A01
#GL_POLYGON_OFFSET_LINE            = $2A02
#GL_POLYGON_OFFSET_FILL            = $8037

;  texture
#GL_ALPHA4                         = $803B
#GL_ALPHA8                         = $803C
#GL_ALPHA12                        = $803D
#GL_ALPHA16                        = $803E
#GL_LUMINANCE4                     = $803F
#GL_LUMINANCE8                     = $8040
#GL_LUMINANCE12                    = $8041
#GL_LUMINANCE16                    = $8042
#GL_LUMINANCE4_ALPHA4              = $8043
#GL_LUMINANCE6_ALPHA2              = $8044
#GL_LUMINANCE8_ALPHA8              = $8045
#GL_LUMINANCE12_ALPHA4             = $8046
#GL_LUMINANCE12_ALPHA12            = $8047
#GL_LUMINANCE16_ALPHA16            = $8048
#GL_INTENSITY                      = $8049
#GL_INTENSITY4                     = $804A
#GL_INTENSITY8                     = $804B
#GL_INTENSITY12                    = $804C
#GL_INTENSITY16                    = $804D
#GL_R3_G3_B2                       = $2A10
#GL_RGB4                           = $804F
#GL_RGB5                           = $8050
#GL_RGB8                           = $8051
#GL_RGB10                          = $8052
#GL_RGB12                          = $8053
#GL_RGB16                          = $8054
#GL_RGBA2                          = $8055
#GL_RGBA4                          = $8056
#GL_RGB5_A1                        = $8057
#GL_RGBA8                          = $8058
#GL_RGB10_A2                       = $8059
#GL_RGBA12                         = $805A
#GL_RGBA16                         = $805B
#GL_TEXTURE_RED_SIZE               = $805C
#GL_TEXTURE_GREEN_SIZE             = $805D
#GL_TEXTURE_BLUE_SIZE              = $805E
#GL_TEXTURE_ALPHA_SIZE             = $805F
#GL_TEXTURE_LUMINANCE_SIZE         = $8060
#GL_TEXTURE_INTENSITY_SIZE         = $8061
#GL_PROXY_TEXTURE_1D               = $8063
#GL_PROXY_TEXTURE_2D               = $8064

;  texture_object
#GL_TEXTURE_PRIORITY               = $8066
#GL_TEXTURE_RESIDENT               = $8067
#GL_TEXTURE_BINDING_1D             = $8068
#GL_TEXTURE_BINDING_2D             = $8069

;  vertex_array
#GL_VERTEX_ARRAY                   = $8074
#GL_NORMAL_ARRAY                   = $8075
#GL_COLOR_ARRAY                    = $8076
#GL_INDEX_ARRAY                    = $8077
#GL_TEXTURE_COORD_ARRAY            = $8078
#GL_EDGE_FLAG_ARRAY                = $8079
#GL_VERTEX_ARRAY_SIZE              = $807A
#GL_VERTEX_ARRAY_TYPE              = $807B
#GL_VERTEX_ARRAY_STRIDE            = $807C
#GL_NORMAL_ARRAY_TYPE              = $807E
#GL_NORMAL_ARRAY_STRIDE            = $807F
#GL_COLOR_ARRAY_SIZE               = $8081
#GL_COLOR_ARRAY_TYPE               = $8082
#GL_COLOR_ARRAY_STRIDE             = $8083
#GL_INDEX_ARRAY_TYPE               = $8085
#GL_INDEX_ARRAY_STRIDE             = $8086
#GL_TEXTURE_COORD_ARRAY_SIZE       = $8088
#GL_TEXTURE_COORD_ARRAY_TYPE       = $8089
#GL_TEXTURE_COORD_ARRAY_STRIDE     = $808A
#GL_EDGE_FLAG_ARRAY_STRIDE         = $808C
#GL_VERTEX_ARRAY_POINTER           = $808E
#GL_NORMAL_ARRAY_POINTER           = $808F
#GL_COLOR_ARRAY_POINTER            = $8090
#GL_INDEX_ARRAY_POINTER            = $8091
#GL_TEXTURE_COORD_ARRAY_POINTER    = $8092
#GL_EDGE_FLAG_ARRAY_POINTER        = $8093
#GL_V2F                            = $2A20
#GL_V3F                            = $2A21
#GL_C4UB_V2F                       = $2A22
#GL_C4UB_V3F                       = $2A23
#GL_C3F_V3F                        = $2A24
#GL_N3F_V3F                        = $2A25
#GL_C4F_N3F_V3F                    = $2A26
#GL_T2F_V3F                        = $2A27
#GL_T4F_V4F                        = $2A28
#GL_T2F_C4UB_V3F                   = $2A29
#GL_T2F_C3F_V3F                    = $2A2A
#GL_T2F_N3F_V3F                    = $2A2B
#GL_T2F_C4F_N3F_V3F                = $2A2C
#GL_T4F_C4F_N3F_V4F                = $2A2D

;  Extensions

#GL_EXT_vertex_array               = 1
#GL_EXT_bgra                       = 1
#GL_EXT_paletted_texture           = 1
#GL_WIN_swap_hint                  = 1
#GL_WIN_draw_range_elements        = 1

;  EXT_vertex_array
;*************************************************
#GL_VERTEX_ARRAY_EXT               = $8074
#GL_NORMAL_ARRAY_EXT               = $8075
#GL_COLOR_ARRAY_EXT                = $8076
#GL_INDEX_ARRAY_EXT                = $8077
#GL_TEXTURE_COORD_ARRAY_EXT        = $8078
#GL_EDGE_FLAG_ARRAY_EXT            = $8079
#GL_VERTEX_ARRAY_SIZE_EXT          = $807A
#GL_VERTEX_ARRAY_TYPE_EXT          = $807B
#GL_VERTEX_ARRAY_STRIDE_EXT        = $807C
#GL_VERTEX_ARRAY_COUNT_EXT         = $807D
#GL_NORMAL_ARRAY_TYPE_EXT          = $807E
#GL_NORMAL_ARRAY_STRIDE_EXT        = $807F
#GL_NORMAL_ARRAY_COUNT_EXT         = $8080
#GL_COLOR_ARRAY_SIZE_EXT           = $8081
#GL_COLOR_ARRAY_TYPE_EXT           = $8082
#GL_COLOR_ARRAY_STRIDE_EXT         = $8083
#GL_COLOR_ARRAY_COUNT_EXT          = $8084
#GL_INDEX_ARRAY_TYPE_EXT           = $8085
#GL_INDEX_ARRAY_STRIDE_EXT         = $8086
#GL_INDEX_ARRAY_COUNT_EXT          = $8087
#GL_TEXTURE_COORD_ARRAY_SIZE_EXT   = $8088
#GL_TEXTURE_COORD_ARRAY_TYPE_EXT   = $8089
#GL_TEXTURE_COORD_ARRAY_STRIDE_EXT = $808A
#GL_TEXTURE_COORD_ARRAY_COUNT_EXT  = $808B
#GL_EDGE_FLAG_ARRAY_STRIDE_EXT     = $808C
#GL_EDGE_FLAG_ARRAY_COUNT_EXT      = $808D
#GL_VERTEX_ARRAY_POINTER_EXT       = $808E
#GL_NORMAL_ARRAY_POINTER_EXT       = $808F
#GL_COLOR_ARRAY_POINTER_EXT        = $8090
#GL_INDEX_ARRAY_POINTER_EXT        = $8091
#GL_TEXTURE_COORD_ARRAY_POINTER_EXT = $8092
#GL_EDGE_FLAG_ARRAY_POINTER_EXT    = $8093
#GL_DOUBLE_EXT                     = #GL_DOUBLE
;**************************************************
;  EXT_bgra
#GL_BGR_EXT                        = $80E0
#GL_BGRA_EXT                       = $80E1

;  EXT_paletted_texture

;  These must match the GL_COLOR_TABLE_*_SGI enumerants
#GL_COLOR_TABLE_FORMAT_EXT         = $80D8
#GL_COLOR_TABLE_WIDTH_EXT          = $80D9
#GL_COLOR_TABLE_RED_SIZE_EXT       = $80DA
#GL_COLOR_TABLE_GREEN_SIZE_EXT     = $80DB
#GL_COLOR_TABLE_BLUE_SIZE_EXT      = $80DC
#GL_COLOR_TABLE_ALPHA_SIZE_EXT     = $80DD
#GL_COLOR_TABLE_LUMINANCE_SIZE_EXT = $80DE
#GL_COLOR_TABLE_INTENSITY_SIZE_EXT = $80DF

#GL_COLOR_INDEX1_EXT               = $80E2
#GL_COLOR_INDEX2_EXT               = $80E3
#GL_COLOR_INDEX4_EXT               = $80E4
#GL_COLOR_INDEX8_EXT               = $80E5
#GL_COLOR_INDEX12_EXT              = $80E6
#GL_COLOR_INDEX16_EXT              = $80E7

;  WIN_draw_range_elements
#GL_MAX_ELEMENTS_VERTICES_WIN      = $80E8
#GL_MAX_ELEMENTS_INDICES_WIN       = $80E9

;  WIN_phong_shading
#GL_PHONG_WIN                      = $80EA
#GL_PHONG_HINT_WIN                 = $80EB

;  WIN_specular_fog
#GL_FOG_SPECULAR_TEXTURE_WIN       = $80EC

;  For compatibility With OpenGL v1.0
#GL_LOGIC_OP = #GL_INDEX_LOGIC_OP
#GL_TEXTURE_COMPONENTS = #GL_TEXTURE_INTERNAL_FORMAT
; ***           Generic constants               ***
;****************************************************************************************
;*GLUE Constants
;****************************************************************************************
;  Version
#GLU_VERSION_1_1                 =1
#GLU_VERSION_1_2                 =1

;  Errors: (Return value 0 = no error)
#GLU_INVALID_ENUM        =100900
#GLU_INVALID_VALUE       =100901
#GLU_OUT_OF_MEMORY       =100902
#GLU_INCOMPATIBLE_GL_VERSION     =100903

;  StringName
#GLU_VERSION             =100800
#GLU_EXTENSIONS          =100801

;  Boolean
#GLU_TRUE                =1 :; GL_TRUE
#GLU_FALSE               =0 :; GL_FALSE


; ***           Quadric constants               ***

;  QuadricNormal
#GLU_SMOOTH              =100000
#GLU_FLAT                =100001
#GLU_NONE                =100002

;  QuadricDrawStyle
#GLU_POINT               =100010
#GLU_LINE                =100011
#GLU_FILL                =100012
#GLU_SILHOUETTE          =100013

;  QuadricOrientation
#GLU_OUTSIDE             =100020
#GLU_INSIDE              =100021



; ***           Tesselation constants           ***

; 1 With a 150 "0"'s behind it, what tha?
;#GLU_TESS_MAX_COORD              =1.0e150

;  TessProperty
#GLU_TESS_WINDING_RULE           =100140
#GLU_TESS_BOUNDARY_ONLY          =100141
#GLU_TESS_TOLERANCE              =100142

;  TessWinding
#GLU_TESS_WINDING_ODD            =100130
#GLU_TESS_WINDING_NONZERO        =100131
#GLU_TESS_WINDING_POSITIVE       =100132
#GLU_TESS_WINDING_NEGATIVE       =100133
#GLU_TESS_WINDING_ABS_GEQ_TWO    =100134

;  TessCallback
#GLU_TESS_BEGIN          =100100  :;  void (CALLBACK*)(GLenum    type)
#GLU_TESS_VERTEX         =100101  :;  void (CALLBACK*)(void      *Data)
#GLU_TESS_END            =100102  :;  void (CALLBACK*)(void)
#GLU_TESS_ERROR          =100103  :;  void (CALLBACK*)(GLenum    errno)
#GLU_TESS_EDGE_FLAG      =100104  :;  void (CALLBACK*)(GLboolean boundaryEdge)
#GLU_TESS_COMBINE        =100105  :;  void (CALLBACK*)(GLdouble  coords[3],
                                                            ;void      *Data[4],
                                                           ; GLfloat   weight[4],
                                                            ;void      **dataOut)
#GLU_TESS_BEGIN_DATA     =100106  :;  void (CALLBACK*)(GLenum    type,
                                                            ;void      *polygon_data)
#GLU_TESS_VERTEX_DATA    =100107  :;  void (CALLBACK*)(void      *Data,
                                                            ;void      *polygon_data)
#GLU_TESS_END_DATA       =100108  :;  void (CALLBACK*)(void      *polygon_data)
#GLU_TESS_ERROR_DATA     =100109  :;  void (CALLBACK*)(GLenum    errno,
                                                            ;void      *polygon_data)
#GLU_TESS_EDGE_FLAG_DATA =100110  :;  void (CALLBACK*)(GLboolean boundaryEdge,
                                                            ;void      *polygon_data)
#GLU_TESS_COMBINE_DATA   =100111  :;  void (CALLBACK*)(GLdouble  coords[3],
                                                            ;void      *Data[4],
                                                            ;GLfloat   weight[4],
                                                            ;void      **dataOut,
                                                            ;void      *polygon_data)

;  TessError
#GLU_TESS_ERROR1     =100151
#GLU_TESS_ERROR2     =100152
#GLU_TESS_ERROR3     =100153
#GLU_TESS_ERROR4     =100154
#GLU_TESS_ERROR5     =100155
#GLU_TESS_ERROR6     =100156
#GLU_TESS_ERROR7     =100157
#GLU_TESS_ERROR8     =100158

#GLU_TESS_MISSING_BEGIN_POLYGON  =#GLU_TESS_ERROR1
#GLU_TESS_MISSING_BEGIN_CONTOUR  =#GLU_TESS_ERROR2
#GLU_TESS_MISSING_END_POLYGON    =#GLU_TESS_ERROR3
#GLU_TESS_MISSING_END_CONTOUR    =#GLU_TESS_ERROR4
#GLU_TESS_COORD_TOO_LARGE        =#GLU_TESS_ERROR5
#GLU_TESS_NEED_COMBINE_CALLBACK  =#GLU_TESS_ERROR6

; ***           NURBS constants                 ***

;  NurbsProperty
#GLU_AUTO_LOAD_MATRIX    =100200
#GLU_CULLING             =100201
#GLU_SAMPLING_TOLERANCE  =100203
#GLU_DISPLAY_MODE        =100204
#GLU_PARAMETRIC_TOLERANCE        =100202
#GLU_SAMPLING_METHOD             =100205
#GLU_U_STEP                      =100206
#GLU_V_STEP                      =100207

;  NurbsSampling
#GLU_PATH_LENGTH                 =100215
#GLU_PARAMETRIC_ERROR            =100216
#GLU_DOMAIN_DISTANCE             =100217


;  NurbsTrim
#GLU_MAP1_TRIM_2         =100210
#GLU_MAP1_TRIM_3         =100211

;  NurbsDisplay
#GLU_OUTLINE_POLYGON     =100240
#GLU_OUTLINE_PATCH       =100241

;  NurbsErrors
#GLU_NURBS_ERROR1        =100251
#GLU_NURBS_ERROR2        =100252
#GLU_NURBS_ERROR3        =100253
#GLU_NURBS_ERROR4        =100254
#GLU_NURBS_ERROR5        =100255
#GLU_NURBS_ERROR6        =100256
#GLU_NURBS_ERROR7        =100257
#GLU_NURBS_ERROR8        =100258
#GLU_NURBS_ERROR9        =100259
#GLU_NURBS_ERROR10       =100260
#GLU_NURBS_ERROR11       =100261
#GLU_NURBS_ERROR12       =100262
#GLU_NURBS_ERROR13       =100263
#GLU_NURBS_ERROR14       =100264
#GLU_NURBS_ERROR15       =100265
#GLU_NURBS_ERROR16       =100266
#GLU_NURBS_ERROR17       =100267
#GLU_NURBS_ERROR18       =100268
#GLU_NURBS_ERROR19       =100269
#GLU_NURBS_ERROR20       =100270
#GLU_NURBS_ERROR21       =100271
#GLU_NURBS_ERROR22       =100272
#GLU_NURBS_ERROR23       =100273
#GLU_NURBS_ERROR24       =100274
#GLU_NURBS_ERROR25       =100275
#GLU_NURBS_ERROR26       =100276
#GLU_NURBS_ERROR27       =100277
#GLU_NURBS_ERROR28       =100278
#GLU_NURBS_ERROR29       =100279
#GLU_NURBS_ERROR30       =100280
#GLU_NURBS_ERROR31       =100281
#GLU_NURBS_ERROR32       =100282
#GLU_NURBS_ERROR33       =100283
#GLU_NURBS_ERROR34       =100284
#GLU_NURBS_ERROR35       =100285
#GLU_NURBS_ERROR36       =100286
#GLU_NURBS_ERROR37       =100287



;  Contours types -- obsolete!
#GLU_CW          =100120
#GLU_CCW         =100121
#GLU_INTERIOR    =100122
#GLU_EXTERIOR    =100123
#GLU_UNKNOWN     =100124

;  Names without "TESS_" prefix
#GLU_BEGIN       =#GLU_TESS_BEGIN
#GLU_VERTEX      =#GLU_TESS_VERTEX
#GLU_END         =#GLU_TESS_END
#GLU_ERROR       =#GLU_TESS_ERROR
#GLU_EDGE_FLAG   =#GLU_TESS_EDGE_FLAG
;*********************************************************************************************
; OpenGL Extensions
; vars For GL_VERSION_1_2
#GL_UNSIGNED_BYTE_3_3_2            =$8032
#GL_UNSIGNED_SHORT_4_4_4_4         =$8033
#GL_UNSIGNED_SHORT_5_5_5_1         =$8034
#GL_UNSIGNED_INT_8_8_8_8           =$8035
#GL_UNSIGNED_INT_10_10_10_2        =$8036
#GL_RESCALE_NORMAL                 =$803A
#GL_TEXTURE_BINDING_3D             =$806A
#GL_PACK_SKIP_IMAGES               =$806B
#GL_PACK_IMAGE_HEIGHT              =$806C
#GL_UNPACK_SKIP_IMAGES             =$806D
#GL_UNPACK_IMAGE_HEIGHT            =$806E
#GL_TEXTURE_3D                     =$806F
#GL_PROXY_TEXTURE_3D               =$8070
#GL_TEXTURE_DEPTH                  =$8071
#GL_TEXTURE_WRAP_R                 =$8072
#GL_MAX_3D_TEXTURE_SIZE            =$8073
#GL_UNSIGNED_BYTE_2_3_3_REV        =$8362
#GL_UNSIGNED_SHORT_5_6_5           =$8363
#GL_UNSIGNED_SHORT_5_6_5_REV       =$8364
#GL_UNSIGNED_SHORT_4_4_4_4_REV     =$8365
#GL_UNSIGNED_SHORT_1_5_5_5_REV     =$8366
#GL_UNSIGNED_INT_8_8_8_8_REV       =$8367
#GL_UNSIGNED_INT_2_10_10_10_REV    =$8368
#GL_BGR                            =$80E0
#GL_BGRA                           =$80E1
#GL_MAX_ELEMENTS_VERTICES          =$80E8
#GL_MAX_ELEMENTS_INDICES           =$80E9
#GL_CLAMP_TO_EDGE                  =$812F
#GL_TEXTURE_MIN_LOD                =$813A
#GL_TEXTURE_MAX_LOD                =$813B
#GL_TEXTURE_BASE_LEVEL             =$813C
#GL_TEXTURE_MAX_LEVEL              =$813D
#GL_LIGHT_MODEL_COLOR_CONTROL      =$81F8
#GL_SINGLE_COLOR                   =$81F9
#GL_SEPARATE_SPECULAR_COLOR        =$81FA
#GL_SMOOTH_POINT_SIZE_RANGE        =$0B12
#GL_SMOOTH_POINT_SIZE_GRANULARITY  =$0B13
#GL_SMOOTH_LINE_WIDTH_RANGE        =$0B22
#GL_SMOOTH_LINE_WIDTH_GRANULARITY  =$0B23
#GL_ALIASED_POINT_SIZE_RANGE       =$846D
#GL_ALIASED_LINE_WIDTH_RANGE       =$846E


;  Vars For GL_ARB_imaging
#GL_CONSTANT_COLOR                 =$8001
#GL_ONE_MINUS_CONSTANT_COLOR       =$8002
#GL_CONSTANT_ALPHA                 =$8003
#GL_ONE_MINUS_CONSTANT_ALPHA       =$8004
#GL_BLEND_COLOR                    =$8005
#GL_FUNC_ADD                       =$8006
#GL_MIN                            =$8007
#GL_MAX                            =$8008
#GL_BLEND_EQUATION                 =$8009
#GL_FUNC_SUBTRACT                  =$800A
#GL_FUNC_REVERSE_SUBTRACT          =$800B
#GL_CONVOLUTION_1D                 =$8010
#GL_CONVOLUTION_2D                 =$8011
#GL_SEPARABLE_2D                   =$8012
#GL_CONVOLUTION_BORDER_MODE        =$8013
#GL_CONVOLUTION_FILTER_SCALE       =$8014
#GL_CONVOLUTION_FILTER_BIAS        =$8015
#GL_REDUCE                         =$8016
#GL_CONVOLUTION_FORMAT             =$8017
#GL_CONVOLUTION_WIDTH              =$8018
#GL_CONVOLUTION_HEIGHT             =$8019
#GL_MAX_CONVOLUTION_WIDTH          =$801A
#GL_MAX_CONVOLUTION_HEIGHT         =$801B
#GL_POST_CONVOLUTION_RED_SCALE     =$801C
#GL_POST_CONVOLUTION_GREEN_SCALE   =$801D
#GL_POST_CONVOLUTION_BLUE_SCALE    =$801E
#GL_POST_CONVOLUTION_ALPHA_SCALE   =$801F
#GL_POST_CONVOLUTION_RED_BIAS      =$8020
#GL_POST_CONVOLUTION_GREEN_BIAS    =$8021
#GL_POST_CONVOLUTION_BLUE_BIAS     =$8022
#GL_POST_CONVOLUTION_ALPHA_BIAS    =$8023
#GL_HISTOGRAM                      =$8024
#GL_PROXY_HISTOGRAM                =$8025
#GL_HISTOGRAM_WIDTH                =$8026
#GL_HISTOGRAM_FORMAT               =$8027
#GL_HISTOGRAM_RED_SIZE             =$8028
#GL_HISTOGRAM_GREEN_SIZE           =$8029
#GL_HISTOGRAM_BLUE_SIZE            =$802A
#GL_HISTOGRAM_ALPHA_SIZE           =$802B
#GL_HISTOGRAM_LUMINANCE_SIZE       =$802C
#GL_HISTOGRAM_SINK                 =$802D
#GL_MINMAX                         =$802E
#GL_MINMAX_FORMAT                  =$802F
#GL_MINMAX_SINK                    =$8030
#GL_TABLE_TOO_LARGE                =$8031
#GL_COLOR_MATRIX                   =$80B1
#GL_COLOR_MATRIX_STACK_DEPTH       =$80B2
#GL_MAX_COLOR_MATRIX_STACK_DEPTH   =$80B3
#GL_POST_COLOR_MATRIX_RED_SCALE    =$80B4
#GL_POST_COLOR_MATRIX_GREEN_SCALE  =$80B5
#GL_POST_COLOR_MATRIX_BLUE_SCALE   =$80B6
#GL_POST_COLOR_MATRIX_ALPHA_SCALE  =$80B7
#GL_POST_COLOR_MATRIX_RED_BIAS     =$80B8
#GL_POST_COLOR_MATRIX_GREEN_BIAS   =$80B9
#GL_POST_COLOR_MATRIX_BLUE_BIAS    =$80BA
#GL_POST_COLOR_MATRIX_ALPHA_BIAS   =$80BB
#GL_COLOR_TABLE                    =$80D0
#GL_POST_CONVOLUTION_COLOR_TABLE   =$80D1
#GL_POST_COLOR_MATRIX_COLOR_TABLE  =$80D2
#GL_PROXY_COLOR_TABLE              =$80D3
#GL_PROXY_POST_CONVOLUTION_COLOR_TABLE =$80D4
#GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE =$80D5
#GL_COLOR_TABLE_SCALE              =$80D6
#GL_COLOR_TABLE_BIAS               =$80D7
#GL_COLOR_TABLE_FORMAT             =$80D8
#GL_COLOR_TABLE_WIDTH              =$80D9
#GL_COLOR_TABLE_RED_SIZE           =$80DA
#GL_COLOR_TABLE_GREEN_SIZE         =$80DB
#GL_COLOR_TABLE_BLUE_SIZE          =$80DC
#GL_COLOR_TABLE_ALPHA_SIZE         =$80DD
#GL_COLOR_TABLE_LUMINANCE_SIZE     =$80DE
#GL_COLOR_TABLE_INTENSITY_SIZE     =$80DF
#GL_CONSTANT_BORDER                =$8151
#GL_REPLICATE_BORDER               =$8153
#GL_CONVOLUTION_BORDER_COLOR       =$8154

;  Vars For GL_VERSION_1_3
#GL_TEXTURE0                       =$84C0
#GL_TEXTURE1                       =$84C1
#GL_TEXTURE2                       =$84C2
#GL_TEXTURE3                       =$84C3
#GL_TEXTURE4                       =$84C4
#GL_TEXTURE5                       =$84C5
#GL_TEXTURE6                       =$84C6
#GL_TEXTURE7                       =$84C7
#GL_TEXTURE8                       =$84C8
#GL_TEXTURE9                       =$84C9
#GL_TEXTURE10                      =$84CA
#GL_TEXTURE11                      =$84CB
#GL_TEXTURE12                      =$84CC
#GL_TEXTURE13                      =$84CD
#GL_TEXTURE14                      =$84CE
#GL_TEXTURE15                      =$84CF
#GL_TEXTURE16                      =$84D0
#GL_TEXTURE17                      =$84D1
#GL_TEXTURE18                      =$84D2
#GL_TEXTURE19                      =$84D3
#GL_TEXTURE20                      =$84D4
#GL_TEXTURE21                      =$84D5
#GL_TEXTURE22                      =$84D6
#GL_TEXTURE23                      =$84D7
#GL_TEXTURE24                      =$84D8
#GL_TEXTURE25                      =$84D9
#GL_TEXTURE26                      =$84DA
#GL_TEXTURE27                      =$84DB
#GL_TEXTURE28                      =$84DC
#GL_TEXTURE29                      =$84DD
#GL_TEXTURE30                      =$84DE
#GL_TEXTURE31                      =$84DF
#GL_ACTIVE_TEXTURE                 =$84E0
#GL_CLIENT_ACTIVE_TEXTURE          =$84E1
#GL_MAX_TEXTURE_UNITS              =$84E2
#GL_TRANSPOSE_MODELVIEW_MATRIX     =$84E3
#GL_TRANSPOSE_PROJECTION_MATRIX    =$84E4
#GL_TRANSPOSE_TEXTURE_MATRIX       =$84E5
#GL_TRANSPOSE_COLOR_MATRIX         =$84E6
#GL_MULTISAMPLE                    =$809D
#GL_SAMPLE_ALPHA_TO_COVERAGE       =$809E
#GL_SAMPLE_ALPHA_TO_ONE            =$809F
#GL_SAMPLE_COVERAGE                =$80A0
#GL_SAMPLE_BUFFERS                 =$80A8
#GL_SAMPLES                        =$80A9
#GL_SAMPLE_COVERAGE_VALUE          =$80AA
#GL_SAMPLE_COVERAGE_INVERT         =$80AB
#GL_MULTISAMPLE_BIT                =$20000000
#GL_NORMAL_MAP                     =$8511
#GL_REFLECTION_MAP                 =$8512
#GL_TEXTURE_CUBE_MAP               =$8513
#GL_TEXTURE_BINDING_CUBE_MAP       =$8514
#GL_TEXTURE_CUBE_MAP_POSITIVE_X    =$8515
#GL_TEXTURE_CUBE_MAP_NEGATIVE_X    =$8516
#GL_TEXTURE_CUBE_MAP_POSITIVE_Y    =$8517
#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y    =$8518
#GL_TEXTURE_CUBE_MAP_POSITIVE_Z    =$8519
#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z    =$851A
#GL_PROXY_TEXTURE_CUBE_MAP         =$851B
#GL_MAX_CUBE_MAP_TEXTURE_SIZE      =$851C
#GL_COMPRESSED_ALPHA               =$84E9
#GL_COMPRESSED_LUMINANCE           =$84EA
#GL_COMPRESSED_LUMINANCE_ALPHA     =$84EB
#GL_COMPRESSED_INTENSITY           =$84EC
#GL_COMPRESSED_RGB                 =$84ED
#GL_COMPRESSED_RGBA                =$84EE
#GL_TEXTURE_COMPRESSION_HINT       =$84EF
#GL_TEXTURE_COMPRESSED_IMAGE_SIZE  =$86A0
#GL_TEXTURE_COMPRESSED             =$86A1
#GL_NUM_COMPRESSED_TEXTURE_FORMATS =$86A2
#GL_COMPRESSED_TEXTURE_FORMATS     =$86A3
#GL_CLAMP_TO_BORDER                =$812D
#GL_CLAMP_TO_BORDER_SGIS           =$812D
#GL_COMBINE                        =$8570
#GL_COMBINE_RGB                    =$8571
#GL_COMBINE_ALPHA                  =$8572
#GL_SOURCE0_RGB                    =$8580
#GL_SOURCE1_RGB                    =$8581
#GL_SOURCE2_RGB                    =$8582
#GL_SOURCE0_ALPHA                  =$8588
#GL_SOURCE1_ALPHA                  =$8589
#GL_SOURCE2_ALPHA                  =$858A
#GL_OPERAND0_RGB                   =$8590
#GL_OPERAND1_RGB                   =$8591
#GL_OPERAND2_RGB                   =$8592
#GL_OPERAND0_ALPHA                 =$8598
#GL_OPERAND1_ALPHA                 =$8599
#GL_OPERAND2_ALPHA                 =$859A
#GL_RGB_SCALE                      =$8573
#GL_ADD_SIGNED                     =$8574
#GL_INTERPOLATE                    =$8575
#GL_SUBTRACT                       =$84E7
#GL_                      =$8576
#GL_PRIMARY_COLOR                  =$8577
#GL_PREVIOUS                       =$8578
#GL_DOT3_RGB                       =$86AE
#GL_DOT3_RGBA                      =$86AF


;  Vars For GL_VERSION_1_4
#GL_BLEND_DST_RGB                  =$80C8
#GL_BLEND_SRC_RGB                  =$80C9
#GL_BLEND_DST_ALPHA                =$80CA
#GL_BLEND_SRC_ALPHA                =$80CB
#GL_POINT_SIZE_MIN                 =$8126
#GL_POINT_SIZE_MAX                 =$8127
#GL_POINT_FADE_THRESHOLD_SIZE      =$8128
#GL_POINT_DISTANCE_ATTENUATION     =$8129
#GL_GENERATE_MIPMAP                =$8191
#GL_GENERATE_MIPMAP_HINT           =$8192
#GL_DEPTH_COMPONENT16              =$81A5
#GL_DEPTH_COMPONENT24              =$81A6
#GL_DEPTH_COMPONENT32              =$81A7
#GL_MIRRORED_REPEAT                =$8370
#GL_FOG_COORDINATE_SOURCE          =$8450
#GL_FOG_COORDINATE                 =$8451
#GL_FRAGMENT_DEPTH                 =$8452
#GL_CURRENT_FOG_COORDINATE         =$8453
#GL_FOG_COORDINATE_ARRAY_TYPE      =$8454
#GL_FOG_COORDINATE_ARRAY_STRIDE    =$8455
#GL_FOG_COORDINATE_ARRAY_POINTER   =$8456
#GL_FOG_COORDINATE_ARRAY           =$8457
#GL_COLOR_SUM                      =$8458
#GL_CURRENT_SECONDARY_COLOR        =$8459
#GL_SECONDARY_COLOR_ARRAY_SIZE     =$845A
#GL_SECONDARY_COLOR_ARRAY_TYPE     =$845B
#GL_SECONDARY_COLOR_ARRAY_STRIDE   =$845C
#GL_SECONDARY_COLOR_ARRAY_POINTER  =$845D
#GL_SECONDARY_COLOR_ARRAY          =$845E
#GL_MAX_TEXTURE_LOD_BIAS           =$84FD
#GL_TEXTURE_FILTER_CONTROL         =$8500
#GL_TEXTURE_LOD_BIAS               =$8501
#GL_INCR_WRAP                      =$8507
#GL_DECR_WRAP                      =$8508
#GL_TEXTURE_DEPTH_SIZE             =$884A
#GL_DEPTH_TEXTURE_MODE             =$884B
#GL_TEXTURE_COMPARE_MODE           =$884C
#GL_TEXTURE_COMPARE_FUNC           =$884D
#GL_COMPARE_R_TO_TEXTURE           =$884E


;  Vars For GL_VERSION_1_5
#GL_BUFFER_SIZE                    =$8764
#GL_BUFFER_USAGE                   =$8765
#GL_QUERY_COUNTER_BITS             =$8864
#GL_CURRENT_QUERY                  =$8865
#GL_QUERY_RESULT                   =$8866
#GL_QUERY_RESULT_AVAILABLE         =$8867
#GL_ARRAY_BUFFER                   =$8892
#GL_ELEMENT_ARRAY_BUFFER           =$8893
#GL_ARRAY_BUFFER_BINDING           =$8894
#GL_ELEMENT_ARRAY_BUFFER_BINDING   =$8895
#GL_VERTEX_ARRAY_BUFFER_BINDING    =$8896
#GL_NORMAL_ARRAY_BUFFER_BINDING    =$8897
#GL_COLOR_ARRAY_BUFFER_BINDING     =$8898
#GL_INDEX_ARRAY_BUFFER_BINDING     =$8899
#GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING =$889A
#GL_EDGE_FLAG_ARRAY_BUFFER_BINDING =$889B
#GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING =$889C
#GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING =$889D
#GL_WEIGHT_ARRAY_BUFFER_BINDING    =$889E
#GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING =$889F
#GL_READ_ONLY                      =$88B8
#GL_WRITE_ONLY                     =$88B9
#GL_READ_WRITE                     =$88BA
#GL_BUFFER_ACCESS                  =$88BB
#GL_BUFFER_MAPPED                  =$88BC
#GL_BUFFER_MAP_POINTER             =$88BD
#GL_STREAM_DRAW                    =$88E0
#GL_STREAM_READ                    =$88E1
#GL_STREAM_COPY                    =$88E2
#GL_STATIC_DRAW                    =$88E4
#GL_STATIC_READ                    =$88E5
#GL_STATIC_COPY                    =$88E6
#GL_DYNAMIC_DRAW                   =$88E8
#GL_DYNAMIC_READ                   =$88E9
#GL_DYNAMIC_COPY                   =$88EA
#GL_SAMPLES_PASSED                 =$8914
#GL_FOG_COORD_SOURCE               =#GL_FOG_COORDINATE_SOURCE
#GL_FOG_COORD                      =#GL_FOG_COORDINATE
#GL_CURRENT_FOG_COORD              =#GL_CURRENT_FOG_COORDINATE
#GL_FOG_COORD_ARRAY_TYPE           =#GL_FOG_COORDINATE_ARRAY_TYPE
#GL_FOG_COORD_ARRAY_STRIDE         =#GL_FOG_COORDINATE_ARRAY_STRIDE
#GL_FOG_COORD_ARRAY_POINTER        =#GL_FOG_COORDINATE_ARRAY_POINTER
#GL_FOG_COORD_ARRAY                =#GL_FOG_COORDINATE_ARRAY
#GL_FOG_COORD_ARRAY_BUFFER_BINDING =#GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING
#GL_SRC0_RGB                       =#GL_SOURCE0_RGB
#GL_SRC1_RGB                       =#GL_SOURCE1_RGB
#GL_SRC2_RGB                       =#GL_SOURCE2_RGB
#GL_SRC0_ALPHA                     =#GL_SOURCE0_ALPHA
#GL_SRC1_ALPHA                     =#GL_SOURCE1_ALPHA
#GL_SRC2_ALPHA                     =#GL_SOURCE2_ALPHA


;  Vars For GL_ARB_multitexture
#GL_TEXTURE0_ARB                   =$84C0
#GL_TEXTURE1_ARB                   =$84C1
#GL_TEXTURE2_ARB                   =$84C2
#GL_TEXTURE3_ARB                   =$84C3
#GL_TEXTURE4_ARB                   =$84C4
#GL_TEXTURE5_ARB                   =$84C5
#GL_TEXTURE6_ARB                   =$84C6
#GL_TEXTURE7_ARB                   =$84C7
#GL_TEXTURE8_ARB                   =$84C8
#GL_TEXTURE9_ARB                   =$84C9
#GL_TEXTURE10_ARB                  =$84CA
#GL_TEXTURE11_ARB                  =$84CB
#GL_TEXTURE12_ARB                  =$84CC
#GL_TEXTURE13_ARB                  =$84CD
#GL_TEXTURE14_ARB                  =$84CE
#GL_TEXTURE15_ARB                  =$84CF
#GL_TEXTURE16_ARB                  =$84D0
#GL_TEXTURE17_ARB                  =$84D1
#GL_TEXTURE18_ARB                  =$84D2
#GL_TEXTURE19_ARB                  =$84D3
#GL_TEXTURE20_ARB                  =$84D4
#GL_TEXTURE21_ARB                  =$84D5
#GL_TEXTURE22_ARB                  =$84D6
#GL_TEXTURE23_ARB                  =$84D7
#GL_TEXTURE24_ARB                  =$84D8
#GL_TEXTURE25_ARB                  =$84D9
#GL_TEXTURE26_ARB                  =$84DA
#GL_TEXTURE27_ARB                  =$84DB
#GL_TEXTURE28_ARB                  =$84DC
#GL_TEXTURE29_ARB                  =$84DD
#GL_TEXTURE30_ARB                  =$84DE
#GL_TEXTURE31_ARB                  =$84DF
#GL_ACTIVE_TEXTURE_ARB             =$84E0
#GL_CLIENT_ACTIVE_TEXTURE_ARB      =$84E1
#GL_MAX_TEXTURE_UNITS_ARB          =$84E2


;  Vars For GL_ARB_transpose_matrix
#GL_TRANSPOSE_MODELVIEW_MATRIX_ARB =$84E3
#GL_TRANSPOSE_PROJECTION_MATRIX_ARB =$84E4
#GL_TRANSPOSE_TEXTURE_MATRIX_ARB   =$84E5
#GL_TRANSPOSE_COLOR_MATRIX_ARB     =$84E6

;  Vars For GL_ARB_multisample
#GL_MULTISAMPLE_ARB                =$809D
#GL_SAMPLE_ALPHA_TO_COVERAGE_ARB   =$809E
#GL_SAMPLE_ALPHA_TO_ONE_ARB        =$809F
#GL_SAMPLE_COVERAGE_ARB            =$80A0
#GL_SAMPLE_BUFFERS_ARB             =$80A8
#GL_SAMPLES_ARB                    =$80A9
#GL_SAMPLE_COVERAGE_VALUE_ARB      =$80AA
#GL_SAMPLE_COVERAGE_INVERT_ARB     =$80AB
#GL_MULTISAMPLE_BIT_ARB            =$20000000

;  Vars For GL_ARB_texture_env_add
;  note: currently none

;  Vars For GL_ARB_texture_cube_map
#GL_NORMAL_MAP_ARB                 =$8511
#GL_REFLECTION_MAP_ARB             =$8512
#GL_TEXTURE_CUBE_MAP_ARB           =$8513
#GL_TEXTURE_BINDING_CUBE_MAP_ARB   =$8514
#GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB =$8515
#GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB =$8516
#GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB =$8517
#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB =$8518
#GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB =$8519
#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB =$851A
#GL_PROXY_TEXTURE_CUBE_MAP_ARB     =$851B
#GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB  =$851C

; Vars For GL_ARB_texture_compression
#GL_COMPRESSED_ALPHA_ARB           =$84E9
#GL_COMPRESSED_LUMINANCE_ARB       =$84EA
#GL_COMPRESSED_LUMINANCE_ALPHA_ARB =$84EB
#GL_COMPRESSED_INTENSITY_ARB       =$84EC
#GL_COMPRESSED_RGB_ARB             =$84ED
#GL_COMPRESSED_RGBA_ARB            =$84EE
#GL_TEXTURE_COMPRESSION_HINT_ARB   =$84EF
#GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB =$86A0
#GL_TEXTURE_COMPRESSED_ARB         =$86A1
#GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB =$86A2
#GL_COMPRESSED_TEXTURE_FORMATS_ARB =$86A3


; Vars For GL_ARB_texture_border_clamp
#GL_CLAMP_TO_BORDER_ARB            =$812D


; Vars For GL_ARB_point_parameters
#GL_POINT_SIZE_MIN_ARB             =$8126
#GL_POINT_SIZE_MAX_ARB             =$8127
#GL_POINT_FADE_THRESHOLD_SIZE_ARB  =$8128
#GL_POINT_DISTANCE_ATTENUATION_ARB =$8129


; Vars For GL_ARB_vertex_blend
#GL_MAX_VERTEX_UNITS_ARB           =$86A4
#GL_ACTIVE_VERTEX_UNITS_ARB        =$86A5
#GL_WEIGHT_SUM_UNITY_ARB           =$86A6
#GL_VERTEX_BLEND_ARB               =$86A7
#GL_CURRENT_WEIGHT_ARB             =$86A8
#GL_WEIGHT_ARRAY_TYPE_ARB          =$86A9
#GL_WEIGHT_ARRAY_STRIDE_ARB        =$86AA
#GL_WEIGHT_ARRAY_SIZE_ARB          =$86AB
#GL_WEIGHT_ARRAY_POINTER_ARB       =$86AC
#GL_WEIGHT_ARRAY_ARB               =$86AD
#GL_MODELVIEW0_ARB                 =$1700
#GL_MODELVIEW1_ARB                 =$850A
#GL_MODELVIEW2_ARB                 =$8722
#GL_MODELVIEW3_ARB                 =$8723
#GL_MODELVIEW4_ARB                 =$8724
#GL_MODELVIEW5_ARB                 =$8725
#GL_MODELVIEW6_ARB                 =$8726
#GL_MODELVIEW7_ARB                 =$8727
#GL_MODELVIEW8_ARB                 =$8728
#GL_MODELVIEW9_ARB                 =$8729
#GL_MODELVIEW10_ARB                =$872A
#GL_MODELVIEW11_ARB                =$872B
#GL_MODELVIEW12_ARB                =$872C
#GL_MODELVIEW13_ARB                =$872D
#GL_MODELVIEW14_ARB                =$872E
#GL_MODELVIEW15_ARB                =$872F
#GL_MODELVIEW16_ARB                =$8730
#GL_MODELVIEW17_ARB                =$8731
#GL_MODELVIEW18_ARB                =$8732
#GL_MODELVIEW19_ARB                =$8733
#GL_MODELVIEW20_ARB                =$8734
#GL_MODELVIEW21_ARB                =$8735
#GL_MODELVIEW22_ARB                =$8736
#GL_MODELVIEW23_ARB                =$8737
#GL_MODELVIEW24_ARB                =$8738
#GL_MODELVIEW25_ARB                =$8739
#GL_MODELVIEW26_ARB                =$873A
#GL_MODELVIEW27_ARB                =$873B
#GL_MODELVIEW28_ARB                =$873C
#GL_MODELVIEW29_ARB                =$873D
#GL_MODELVIEW30_ARB                =$873E
#GL_MODELVIEW31_ARB                =$873F


; Vars For GL_ARB_matrix_palette
#GL_MATRIX_PALETTE_ARB             =$8840
#GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB =$8841
#GL_MAX_PALETTE_MATRICES_ARB       =$8842
#GL_CURRENT_PALETTE_MATRIX_ARB     =$8843
#GL_MATRIX_INDEX_ARRAY_ARB         =$8844
#GL_CURRENT_MATRIX_INDEX_ARB       =$8845
#GL_MATRIX_INDEX_ARRAY_SIZE_ARB    =$8846
#GL_MATRIX_INDEX_ARRAY_TYPE_ARB    =$8847
#GL_MATRIX_INDEX_ARRAY_STRIDE_ARB  =$8848
#GL_MATRIX_INDEX_ARRAY_POINTER_ARB =$8849


; Vars For GL_ARB_texture_env_combine
#GL_COMBINE_ARB                    =$8570
#GL_COMBINE_RGB_ARB                =$8571
#GL_COMBINE_ALPHA_ARB              =$8572
#GL_SOURCE0_RGB_ARB                =$8580
#GL_SOURCE1_RGB_ARB                =$8581
#GL_SOURCE2_RGB_ARB                =$8582
#GL_SOURCE0_ALPHA_ARB              =$8588
#GL_SOURCE1_ALPHA_ARB              =$8589
#GL_SOURCE2_ALPHA_ARB              =$858A
#GL_OPERAND0_RGB_ARB               =$8590
#GL_OPERAND1_RGB_ARB               =$8591
#GL_OPERAND2_RGB_ARB               =$8592
#GL_OPERAND0_ALPHA_ARB             =$8598
#GL_OPERAND1_ALPHA_ARB             =$8599
#GL_OPERAND2_ALPHA_ARB             =$859A
#GL_RGB_SCALE_ARB                  =$8573
#GL_ADD_SIGNED_ARB                 =$8574
#GL_INTERPOLATE_ARB                =$8575
#GL_SUBTRACT_ARB                   =$84E7
#GL_CONSTANT_ARB                   =$8576
#GL_PRIMARY_COLOR_ARB              =$8577
#GL_PREVIOUS_ARB                   =$8578


; Vars For GL_ARB_texture_env_crossbar
; note: currently none

; Vars For GL_ARB_texture_env_dot3
#GL_DOT3_RGB_ARB                   =$86AE
#GL_DOT3_RGBA_ARB                  =$86AF

; Vars For GL_ARB_texture_mirrored_repeat
#GL_MIRRORED_REPEAT_ARB            =$8370

; Vars For GL_ARB_depth_texture
#GL_DEPTH_COMPONENT16_ARB          =$81A5
#GL_DEPTH_COMPONENT24_ARB          =$81A6
#GL_DEPTH_COMPONENT32_ARB          =$81A7
#GL_TEXTURE_DEPTH_SIZE_ARB         =$884A
#GL_DEPTH_TEXTURE_MODE_ARB         =$884B


; Vars For GL_ARB_shadow
#GL_TEXTURE_COMPARE_MODE_ARB       =$884C
#GL_TEXTURE_COMPARE_FUNC_ARB       =$884D
#GL_COMPARE_R_TO_TEXTURE_ARB       =$884E

; Vars For GL_ARB_shadow_ambient
#GL_TEXTURE_COMPARE_FAIL_VALUE_ARB =$80BF


; Vars For GL_ARB_window_pos
; note: currently none

; Vars For GL_ARB_vertex_program
#GL_COLOR_SUM_ARB                  =$8458
#GL_VERTEX_PROGRAM_ARB             =$8620
#GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB =$8622
#GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB   =$8623
#GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB =$8624
#GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB   =$8625
#GL_CURRENT_VERTEX_ATTRIB_ARB      =$8626
#GL_PROGRAM_LENGTH_ARB             =$8627
#GL_PROGRAM_STRING_ARB             =$8628
#GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB =$862E
#GL_MAX_PROGRAM_MATRICES_ARB       =$862F
#GL_CURRENT_MATRIX_STACK_DEPTH_ARB =$8640
#GL_CURRENT_MATRIX_ARB             =$8641
#GL_VERTEX_PROGRAM_POINT_SIZE_ARB  =$8642
#GL_VERTEX_PROGRAM_TWO_SIDE_ARB    =$8643
#GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB =$8645
#GL_PROGRAM_ERROR_POSITION_ARB     =$864B
#GL_PROGRAM_BINDING_ARB            =$8677
#GL_MAX_VERTEX_ATTRIBS_ARB         =$8869
#GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB =$886A
#GL_PROGRAM_ERROR_STRING_ARB       =$8874
#GL_PROGRAM_FORMAT_ASCII_ARB       =$8875
#GL_PROGRAM_FORMAT_ARB             =$8876
#GL_PROGRAM_INSTRUCTIONS_ARB       =$88A0
#GL_MAX_PROGRAM_INSTRUCTIONS_ARB   =$88A1
#GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB =$88A2
#GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB =$88A3
#GL_PROGRAM_TEMPORARIES_ARB        =$88A4
#GL_MAX_PROGRAM_TEMPORARIES_ARB    =$88A5
#GL_PROGRAM_NATIVE_TEMPORARIES_ARB =$88A6
#GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB =$88A7
#GL_PROGRAM_PARAMETERS_ARB         =$88A8
#GL_MAX_PROGRAM_PARAMETERS_ARB     =$88A9
#GL_PROGRAM_NATIVE_PARAMETERS_ARB  =$88AA
#GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB =$88AB
#GL_PROGRAM_ATTRIBS_ARB            =$88AC
#GL_MAX_PROGRAM_ATTRIBS_ARB        =$88AD
#GL_PROGRAM_NATIVE_ATTRIBS_ARB     =$88AE
#GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB =$88AF
#GL_PROGRAM_ADDRESS_REGISTERS_ARB  =$88B0
#GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB =$88B1
#GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB =$88B2
#GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB =$88B3
#GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB =$88B4
#GL_MAX_PROGRAM_ENV_PARAMETERS_ARB =$88B5
#GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB =$88B6
#GL_TRANSPOSE_CURRENT_MATRIX_ARB   =$88B7
#GL_MATRIX0_ARB                    =$88C0
#GL_MATRIX1_ARB                    =$88C1
#GL_MATRIX2_ARB                    =$88C2
#GL_MATRIX3_ARB                    =$88C3
#GL_MATRIX4_ARB                    =$88C4
#GL_MATRIX5_ARB                    =$88C5
#GL_MATRIX6_ARB                    =$88C6
#GL_MATRIX7_ARB                    =$88C7
#GL_MATRIX8_ARB                    =$88C8
#GL_MATRIX9_ARB                    =$88C9
#GL_MATRIX10_ARB                   =$88CA
#GL_MATRIX11_ARB                   =$88CB
#GL_MATRIX12_ARB                   =$88CC
#GL_MATRIX13_ARB                   =$88CD
#GL_MATRIX14_ARB                   =$88CE
#GL_MATRIX15_ARB                   =$88CF
#GL_MATRIX16_ARB                   =$88D0
#GL_MATRIX17_ARB                   =$88D1
#GL_MATRIX18_ARB                   =$88D2
#GL_MATRIX19_ARB                   =$88D3
#GL_MATRIX20_ARB                   =$88D4
#GL_MATRIX21_ARB                   =$88D5
#GL_MATRIX22_ARB                   =$88D6
#GL_MATRIX23_ARB                   =$88D7
#GL_MATRIX24_ARB                   =$88D8
#GL_MATRIX25_ARB                   =$88D9
#GL_MATRIX26_ARB                   =$88DA
#GL_MATRIX27_ARB                   =$88DB
#GL_MATRIX28_ARB                   =$88DC
#GL_MATRIX29_ARB                   =$88DD
#GL_MATRIX30_ARB                   =$88DE
#GL_MATRIX31_ARB                   =$88DF


; Vars For GL_ARB_fragment_program
#GL_FRAGMENT_PROGRAM_ARB           =$8804
#GL_PROGRAM_ALU_INSTRUCTIONS_ARB   =$8805
#GL_PROGRAM_TEX_INSTRUCTIONS_ARB   =$8806
#GL_PROGRAM_TEX_INDIRECTIONS_ARB   =$8807
#GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB =$8808
#GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB =$8809
#GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB =$880A
#GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB =$880B
#GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB =$880C
#GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB =$880D
#GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB =$880E
#GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB =$880F
#GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB =$8810
#GL_MAX_TEXTURE_COORDS_ARB         =$8871
#GL_MAX_TEXTURE_IMAGE_UNITS_ARB    =$8872


;  GL_ARB_vertex_buffer_object
#GL_BUFFER_SIZE_ARB                =$8764
#GL_BUFFER_USAGE_ARB               =$8765
#GL_ARRAY_BUFFER_ARB               =$8892
#GL_ELEMENT_ARRAY_BUFFER_ARB       =$8893
#GL_ARRAY_BUFFER_BINDING_ARB       =$8894
#GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB =$8895
#GL_VERTEX_ARRAY_BUFFER_BINDING_ARB =$8896
#GL_NORMAL_ARRAY_BUFFER_BINDING_ARB =$8897
#GL_COLOR_ARRAY_BUFFER_BINDING_ARB =$8898
#GL_INDEX_ARRAY_BUFFER_BINDING_ARB =$8899
#GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB =$889A
#GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB =$889B
#GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB =$889C
#GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB =$889D
#GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB =$889E
#GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB =$889F
#GL_READ_ONLY_ARB                  =$88B8
#GL_WRITE_ONLY_ARB                 =$88B9
#GL_READ_WRITE_ARB                 =$88BA
#GL_BUFFER_ACCESS_ARB              =$88BB
#GL_BUFFER_MAPPED_ARB              =$88BC
#GL_BUFFER_MAP_POINTER_ARB         =$88BD
#GL_STREAM_DRAW_ARB                =$88E0
#GL_STREAM_READ_ARB                =$88E1
#GL_STREAM_COPY_ARB                =$88E2
#GL_STATIC_DRAW_ARB                =$88E4
#GL_STATIC_READ_ARB                =$88E5
#GL_STATIC_COPY_ARB                =$88E6
#GL_DYNAMIC_DRAW_ARB               =$88E8
#GL_DYNAMIC_READ_ARB               =$88E9
#GL_DYNAMIC_COPY_ARB               =$88EA


; Vars For GL_ARB_occlusion_query
#GL_QUERY_COUNTER_BITS_ARB         =$8864
#GL_CURRENT_QUERY_ARB              =$8865
#GL_QUERY_RESULT_ARB               =$8866
#GL_QUERY_RESULT_AVAILABLE_ARB     =$8867
#GL_SAMPLES_PASSED_ARB             =$8914


; Vars For GL_ARB_shader_objects
#GL_PROGRAM_OBJECT_ARB             =$8B40
#GL_SHADER_OBJECT_ARB              =$8B48
#GL_OBJECT_TYPE_ARB                =$8B4E
#GL_OBJECT_SUBTYPE_ARB             =$8B4F
#GL_FLOAT_VEC2_ARB                 =$8B50
#GL_FLOAT_VEC3_ARB                 =$8B51
#GL_FLOAT_VEC4_ARB                 =$8B52
#GL_INT_VEC2_ARB                   =$8B53
#GL_INT_VEC3_ARB                   =$8B54
#GL_INT_VEC4_ARB                   =$8B55
#GL_BOOL_ARB                       =$8B56
#GL_BOOL_VEC2_ARB                  =$8B57
#GL_BOOL_VEC3_ARB                  =$8B58
#GL_BOOL_VEC4_ARB                  =$8B59
#GL_FLOAT_MAT2_ARB                 =$8B5A
#GL_FLOAT_MAT3_ARB                 =$8B5B
#GL_FLOAT_MAT4_ARB                 =$8B5C
#GL_OBJECT_DELETE_STATUS_ARB       =$8B80
#GL_OBJECT_COMPILE_STATUS_ARB      =$8B81
#GL_OBJECT_LINK_STATUS_ARB         =$8B82
#GL_OBJECT_VALIDATE_STATUS_ARB     =$8B83
#GL_OBJECT_INFO_LOG_LENGTH_ARB     =$8B84
#GL_OBJECT_ATTACHED_OBJECTS_ARB    =$8B85
#GL_OBJECT_ACTIVE_UNIFORMS_ARB     =$8B86
#GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB =$8B87
#GL_OBJECT_SHADER_SOURCE_LENGTH_ARB =$8B88


; Vars For GL_ARB_vertex_shader
#GL_VERTEX_SHADER_ARB              =$8B31
#GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB =$8B4A
#GL_MAX_VARYING_FLOATS_ARB         =$8B4B
#GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB =$8B4C
#GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB =$8B4D
#GL_OBJECT_ACTIVE_ATTRIBUTES_ARB   =$8B89
#GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB =$8B8A


; Vars For GL_ARB_fragment_shader
#GL_FRAGMENT_SHADER_ARB            =$8B30
#GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB =$8B49


; Vars For GL_ARB_shading_language_100
; note: currently none

; Vars For GL_ARB_texture_non_power_of_two
; none: currently none

; Vars For GL_ARB_point_sprite
#GL_POINT_SPRITE_ARB               =$8861
#GL_COORD_REPLACE_ARB              =$8862


; Vars For GL_ARB_fragment_program_shadow
; none: currently none

; Vars For GL_EXT_abgr
#GL_ABGR_EXT                       =$8000


; Vars For GL_EXT_blend_color
#GL_CONSTANT_COLOR_EXT             =$8001
#GL_ONE_MINUS_CONSTANT_COLOR_EXT   =$8002
#GL_CONSTANT_ALPHA_EXT             =$8003
#GL_ONE_MINUS_CONSTANT_ALPHA_EXT   =$8004
#GL_BLEND_COLOR_EXT                =$8005


; Vars For GL_EXT_polygon_offset
#GL_POLYGON_OFFSET_EXT             =$8037
#GL_POLYGON_OFFSET_FACTOR_EXT      =$8038
#GL_POLYGON_OFFSET_BIAS_EXT        =$8039


; Vars For GL_EXT_texture
#GL_ALPHA4_EXT                     =$803B
#GL_ALPHA8_EXT                     =$803C
#GL_ALPHA12_EXT                    =$803D
#GL_ALPHA16_EXT                    =$803E
#GL_LUMINANCE4_EXT                 =$803F
#GL_LUMINANCE8_EXT                 =$8040
#GL_LUMINANCE12_EXT                =$8041
#GL_LUMINANCE16_EXT                =$8042
#GL_LUMINANCE4_ALPHA4_EXT          =$8043
#GL_LUMINANCE6_ALPHA2_EXT          =$8044
#GL_LUMINANCE8_ALPHA8_EXT          =$8045
#GL_LUMINANCE12_ALPHA4_EXT         =$8046
#GL_LUMINANCE12_ALPHA12_EXT        =$8047
#GL_LUMINANCE16_ALPHA16_EXT        =$8048
#GL_INTENSITY_EXT                  =$8049
#GL_INTENSITY4_EXT                 =$804A
#GL_INTENSITY8_EXT                 =$804B
#GL_INTENSITY12_EXT                =$804C
#GL_INTENSITY16_EXT                =$804D
#GL_RGB2_EXT                       =$804E
#GL_RGB4_EXT                       =$804F
#GL_RGB5_EXT                       =$8050
#GL_RGB8_EXT                       =$8051
#GL_RGB10_EXT                      =$8052
#GL_RGB12_EXT                      =$8053
#GL_RGB16_EXT                      =$8054
#GL_RGBA2_EXT                      =$8055
#GL_RGBA4_EXT                      =$8056
#GL_RGB5_A1_EXT                    =$8057
#GL_RGBA8_EXT                      =$8058
#GL_RGB10_A2_EXT                   =$8059
#GL_RGBA12_EXT                     =$805A
#GL_RGBA16_EXT                     =$805B
#GL_TEXTURE_RED_SIZE_EXT           =$805C
#GL_TEXTURE_GREEN_SIZE_EXT         =$805D
#GL_TEXTURE_BLUE_SIZE_EXT          =$805E
#GL_TEXTURE_ALPHA_SIZE_EXT         =$805F
#GL_TEXTURE_LUMINANCE_SIZE_EXT     =$8060
#GL_TEXTURE_INTENSITY_SIZE_EXT     =$8061
#GL_REPLACE_EXT                    =$8062
#GL_PROXY_TEXTURE_1D_EXT           =$8063
#GL_PROXY_TEXTURE_2D_EXT           =$8064
#GL_TEXTURE_TOO_LARGE_EXT          =$8065


; Vars For GL_EXT_texture3D
#GL_PACK_SKIP_IMAGES_EXT           =$806B
#GL_PACK_IMAGE_HEIGHT_EXT          =$806C
#GL_UNPACK_SKIP_IMAGES_EXT         =$806D
#GL_UNPACK_IMAGE_HEIGHT_EXT        =$806E
#GL_TEXTURE_3D_EXT                 =$806F
#GL_PROXY_TEXTURE_3D_EXT           =$8070
#GL_TEXTURE_DEPTH_EXT              =$8071
#GL_TEXTURE_WRAP_R_EXT             =$8072
#GL_MAX_3D_TEXTURE_SIZE_EXT        =$8073


; Vars For GL_SGIS_texture_filter4
#GL_FILTER4_SGIS                   =$8146
#GL_TEXTURE_FILTER4_SIZE_SGIS      =$8147


; Vars For GL_EXT_subtexture
; note: currently none

; Vars For GL_EXT_copy_texture
; note: currently none

; Vars For GL_EXT_histogram
#GL_HISTOGRAM_EXT                  =$8024
#GL_PROXY_HISTOGRAM_EXT            =$8025
#GL_HISTOGRAM_WIDTH_EXT            =$8026
#GL_HISTOGRAM_FORMAT_EXT           =$8027
#GL_HISTOGRAM_RED_SIZE_EXT         =$8028
#GL_HISTOGRAM_GREEN_SIZE_EXT       =$8029
#GL_HISTOGRAM_BLUE_SIZE_EXT        =$802A
#GL_HISTOGRAM_ALPHA_SIZE_EXT       =$802B
#GL_HISTOGRAM_LUMINANCE_SIZE_EXT   =$802C
#GL_HISTOGRAM_SINK_EXT             =$802D
#GL_MINMAX_EXT                     =$802E
#GL_MINMAX_FORMAT_EXT              =$802F
#GL_MINMAX_SINK_EXT                =$8030
#GL_TABLE_TOO_LARGE_EXT            =$8031


; Vars For GL_EXT_convolution
#GL_CONVOLUTION_1D_EXT             =$8010
#GL_CONVOLUTION_2D_EXT             =$8011
#GL_SEPARABLE_2D_EXT               =$8012
#GL_CONVOLUTION_BORDER_MODE_EXT    =$8013
#GL_CONVOLUTION_FILTER_SCALE_EXT   =$8014
#GL_CONVOLUTION_FILTER_BIAS_EXT    =$8015
#GL_REDUCE_EXT                     =$8016
#GL_CONVOLUTION_FORMAT_EXT         =$8017
#GL_CONVOLUTION_WIDTH_EXT          =$8018
#GL_CONVOLUTION_HEIGHT_EXT         =$8019
#GL_MAX_CONVOLUTION_WIDTH_EXT      =$801A
#GL_MAX_CONVOLUTION_HEIGHT_EXT     =$801B
#GL_POST_CONVOLUTION_RED_SCALE_EXT =$801C
#GL_POST_CONVOLUTION_GREEN_SCALE_EXT =$801D
#GL_POST_CONVOLUTION_BLUE_SCALE_EXT =$801E
#GL_POST_CONVOLUTION_ALPHA_SCALE_EXT =$801F
#GL_POST_CONVOLUTION_RED_BIAS_EXT  =$8020
#GL_POST_CONVOLUTION_GREEN_BIAS_EXT =$8021
#GL_POST_CONVOLUTION_BLUE_BIAS_EXT =$8022
#GL_POST_CONVOLUTION_ALPHA_BIAS_EXT =$8023


; Vars For GL_SGI_color_matrix
#GL_COLOR_MATRIX_SGI               =$80B1
#GL_COLOR_MATRIX_STACK_DEPTH_SGI   =$80B2
#GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI =$80B3
#GL_POST_COLOR_MATRIX_RED_SCALE_SGI =$80B4
#GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI =$80B5
#GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI =$80B6
#GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI =$80B7
#GL_POST_COLOR_MATRIX_RED_BIAS_SGI =$80B8
#GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI =$80B9
#GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI =$80BA
#GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI =$80BB


; Vars For GL_SGI_color_table
#GL_COLOR_TABLE_SGI                =$80D0
#GL_POST_CONVOLUTION_COLOR_TABLE_SGI =$80D1
#GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI =$80D2
#GL_PROXY_COLOR_TABLE_SGI          =$80D3
#GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI =$80D4
#GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI =$80D5
#GL_COLOR_TABLE_SCALE_SGI          =$80D6
#GL_COLOR_TABLE_BIAS_SGI           =$80D7
#GL_COLOR_TABLE_FORMAT_SGI         =$80D8
#GL_COLOR_TABLE_WIDTH_SGI          =$80D9
#GL_COLOR_TABLE_RED_SIZE_SGI       =$80DA
#GL_COLOR_TABLE_GREEN_SIZE_SGI     =$80DB
#GL_COLOR_TABLE_BLUE_SIZE_SGI      =$80DC
#GL_COLOR_TABLE_ALPHA_SIZE_SGI     =$80DD
#GL_COLOR_TABLE_LUMINANCE_SIZE_SGI =$80DE
#GL_COLOR_TABLE_INTENSITY_SIZE_SGI =$80DF


; Vars For GL_SGIS_pixel_texture
#GL_PIXEL_TEXTURE_SGIS             =$8353
#GL_PIXEL_FRAGMENT_RGB_SOURCE_SGIS =$8354
#GL_PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS =$8355
#GL_PIXEL_GROUP_COLOR_SGIS         =$8356


; Vars For GL_SGIX_pixel_texture
#GL_PIXEL_TEX_GEN_SGIX             =$8139
#GL_PIXEL_TEX_GEN_MODE_SGIX        =$832B


; Vars For GL_SGIS_texture4D
#GL_PACK_SKIP_VOLUMES_SGIS         =$8130
#GL_PACK_IMAGE_DEPTH_SGIS          =$8131
#GL_UNPACK_SKIP_VOLUMES_SGIS       =$8132
#GL_UNPACK_IMAGE_DEPTH_SGIS        =$8133
#GL_TEXTURE_4D_SGIS                =$8134
#GL_PROXY_TEXTURE_4D_SGIS          =$8135
#GL_TEXTURE_4DSIZE_SGIS            =$8136
#GL_TEXTURE_WRAP_Q_SGIS            =$8137
#GL_MAX_4D_TEXTURE_SIZE_SGIS       =$8138
#GL_TEXTURE_4D_BINDING_SGIS        =$814F


; Vars For GL_SGI_texture_color_table
#GL_TEXTURE_COLOR_TABLE_SGI        =$80BC
#GL_PROXY_TEXTURE_COLOR_TABLE_SGI  =$80BD


; Vars For GL_EXT_cmyka
#GL_CMYK_EXT                       =$800C
#GL_CMYKA_EXT                      =$800D
#GL_PACK_CMYK_HINT_EXT             =$800E
#GL_UNPACK_CMYK_HINT_EXT           =$800F


; Vars For GL_EXT_texture_object
#GL_TEXTURE_PRIORITY_EXT           =$8066
#GL_TEXTURE_RESIDENT_EXT           =$8067
#GL_TEXTURE_1D_BINDING_EXT         =$8068
#GL_TEXTURE_2D_BINDING_EXT         =$8069
#GL_TEXTURE_3D_BINDING_EXT         =$806A


; Vars For GL_SGIS_detail_texture
#GL_DETAIL_TEXTURE_2D_SGIS         =$8095
#GL_DETAIL_TEXTURE_2D_BINDING_SGIS =$8096
#GL_LINEAR_DETAIL_SGIS             =$8097
#GL_LINEAR_DETAIL_ALPHA_SGIS       =$8098
#GL_LINEAR_DETAIL_COLOR_SGIS       =$8099
#GL_DETAIL_TEXTURE_LEVEL_SGIS      =$809A
#GL_DETAIL_TEXTURE_MODE_SGIS       =$809B
#GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS =$809C


; Vars For GL_SGIS_sharpen_texture
#GL_LINEAR_SHARPEN_SGIS            =$80AD
#GL_LINEAR_SHARPEN_ALPHA_SGIS      =$80AE
#GL_LINEAR_SHARPEN_COLOR_SGIS      =$80AF
#GL_SHARPEN_TEXTURE_FUNC_POINTS_SGIS =$80B0


; Vars For GL_EXT_packed_pixels
#GL_UNSIGNED_BYTE_3_3_2_EXT        =$8032
#GL_UNSIGNED_SHORT_4_4_4_4_EXT     =$8033
#GL_UNSIGNED_SHORT_5_5_5_1_EXT     =$8034
#GL_UNSIGNED_INT_8_8_8_8_EXT       =$8035
#GL_UNSIGNED_INT_10_10_10_2_EXT    =$8036


; Vars For GL_SGIS_texture_lod
#GL_TEXTURE_MIN_LOD_SGIS           =$813A
#GL_TEXTURE_MAX_LOD_SGIS           =$813B
#GL_TEXTURE_BASE_LEVEL_SGIS        =$813C
#GL_TEXTURE_MAX_LEVEL_SGIS         =$813D


; Vars For GL_SGIS_multisample
#GL_MULTISAMPLE_SGIS               =$809D
#GL_SAMPLE_ALPHA_TO_MASK_SGIS      =$809E
#GL_SAMPLE_ALPHA_TO_ONE_SGIS       =$809F
#GL_SAMPLE_MASK_SGIS               =$80A0
#GL_1PASS_SGIS                     =$80A1
#GL_2PASS_0_SGIS                   =$80A2
#GL_2PASS_1_SGIS                   =$80A3
#GL_4PASS_0_SGIS                   =$80A4
#GL_4PASS_1_SGIS                   =$80A5
#GL_4PASS_2_SGIS                   =$80A6
#GL_4PASS_3_SGIS                   =$80A7
#GL_SAMPLE_BUFFERS_SGIS            =$80A8
#GL_SAMPLES_SGIS                   =$80A9
#GL_SAMPLE_MASK_VALUE_SGIS         =$80AA
#GL_SAMPLE_MASK_INVERT_SGIS        =$80AB
#GL_SAMPLE_PATTERN_SGIS            =$80AC


; Vars For GL_EXT_rescale_normal
#GL_RESCALE_NORMAL_EXT             =$803A


; Vars For GL_EXT_vertex_array
#GL_VERTEX_ARRAY_EXT               =$8074
#GL_NORMAL_ARRAY_EXT               =$8075
#GL_COLOR_ARRAY_EXT                =$8076
#GL_INDEX_ARRAY_EXT                =$8077
#GL_TEXTURE_COORD_ARRAY_EXT        =$8078
#GL_EDGE_FLAG_ARRAY_EXT            =$8079
#GL_VERTEX_ARRAY_SIZE_EXT          =$807A
#GL_VERTEX_ARRAY_TYPE_EXT          =$807B
#GL_VERTEX_ARRAY_STRIDE_EXT        =$807C
#GL_VERTEX_ARRAY_COUNT_EXT         =$807D
#GL_NORMAL_ARRAY_TYPE_EXT          =$807E
#GL_NORMAL_ARRAY_STRIDE_EXT        =$807F
#GL_NORMAL_ARRAY_COUNT_EXT         =$8080
#GL_COLOR_ARRAY_SIZE_EXT           =$8081
#GL_COLOR_ARRAY_TYPE_EXT           =$8082
#GL_COLOR_ARRAY_STRIDE_EXT         =$8083
#GL_COLOR_ARRAY_COUNT_EXT          =$8084
#GL_INDEX_ARRAY_TYPE_EXT           =$8085
#GL_INDEX_ARRAY_STRIDE_EXT         =$8086
#GL_INDEX_ARRAY_COUNT_EXT          =$8087
#GL_TEXTURE_COORD_ARRAY_SIZE_EXT   =$8088
#GL_TEXTURE_COORD_ARRAY_TYPE_EXT   =$8089
#GL_TEXTURE_COORD_ARRAY_STRIDE_EXT =$808A
#GL_TEXTURE_COORD_ARRAY_COUNT_EXT  =$808B
#GL_EDGE_FLAG_ARRAY_STRIDE_EXT     =$808C
#GL_EDGE_FLAG_ARRAY_COUNT_EXT      =$808D
#GL_VERTEX_ARRAY_POINTER_EXT       =$808E
#GL_NORMAL_ARRAY_POINTER_EXT       =$808F
#GL_COLOR_ARRAY_POINTER_EXT        =$8090
#GL_INDEX_ARRAY_POINTER_EXT        =$8091
#GL_TEXTURE_COORD_ARRAY_POINTER_EXT =$8092
#GL_EDGE_FLAG_ARRAY_POINTER_EXT    =$8093


; Vars For GL_EXT_misc_attribute
; note: currently none

; Vars For GL_SGIS_generate_mipmap
#GL_GENERATE_MIPMAP_SGIS           =$8191
#GL_GENERATE_MIPMAP_HINT_SGIS      =$8192


; Vars For GL_SGIX_clipmap
#GL_LINEAR_CLIPMAP_LINEAR_SGIX     =$8170
#GL_TEXTURE_CLIPMAP_CENTER_SGIX    =$8171
#GL_TEXTURE_CLIPMAP_FRAME_SGIX     =$8172
#GL_TEXTURE_CLIPMAP_OFFSET_SGIX    =$8173
#GL_TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX =$8174
#GL_TEXTURE_CLIPMAP_LOD_OFFSET_SGIX =$8175
#GL_TEXTURE_CLIPMAP_DEPTH_SGIX     =$8176
#GL_MAX_CLIPMAP_DEPTH_SGIX         =$8177
#GL_MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX =$8178
#GL_NEAREST_CLIPMAP_NEAREST_SGIX   =$844D
#GL_NEAREST_CLIPMAP_LINEAR_SGIX    =$844E
#GL_LINEAR_CLIPMAP_NEAREST_SGIX    =$844F


; Vars For GL_SGIX_shadow
#GL_TEXTURE_COMPARE_SGIX           =$819A
#GL_TEXTURE_COMPARE_OPERATOR_SGIX  =$819B
#GL_TEXTURE_LEQUAL_R_SGIX          =$819C
#GL_TEXTURE_GEQUAL_R_SGIX          =$819D


; Vars For GL_SGIS_texture_edge_clamp
#GL_CLAMP_TO_EDGE_SGIS             =$812F


; Vars For GL_EXT_blend_minmax
#GL_FUNC_ADD_EXT                   =$8006
#GL_MIN_EXT                        =$8007
#GL_MAX_EXT                        =$8008
#GL_BLEND_EQUATION_EXT             =$8009


; Vars For GL_EXT_blend_subtract
#GL_FUNC_SUBTRACT_EXT              =$800A
#GL_FUNC_REVERSE_SUBTRACT_EXT      =$800B


; Vars For GL_EXT_blend_logic_op
; note: currently none

; Vars For GL_SGIX_interlace
#GL_INTERLACE_SGIX                 =$8094


; Vars For GL_SGIX_pixel_tiles
#GL_PIXEL_TILE_BEST_ALIGNMENT_SGIX =$813E
#GL_PIXEL_TILE_CACHE_INCREMENT_SGIX =$813F
#GL_PIXEL_TILE_WIDTH_SGIX          =$8140
#GL_PIXEL_TILE_HEIGHT_SGIX         =$8141
#GL_PIXEL_TILE_GRID_WIDTH_SGIX     =$8142
#GL_PIXEL_TILE_GRID_HEIGHT_SGIX    =$8143
#GL_PIXEL_TILE_GRID_DEPTH_SGIX     =$8144
#GL_PIXEL_TILE_CACHE_SIZE_SGIX     =$8145


; Vars For GL_SGIS_texture_select
#GL_DUAL_ALPHA4_SGIS               =$8110
#GL_DUAL_ALPHA8_SGIS               =$8111
#GL_DUAL_ALPHA12_SGIS              =$8112
#GL_DUAL_ALPHA16_SGIS              =$8113
#GL_DUAL_LUMINANCE4_SGIS           =$8114
#GL_DUAL_LUMINANCE8_SGIS           =$8115
#GL_DUAL_LUMINANCE12_SGIS          =$8116
#GL_DUAL_LUMINANCE16_SGIS          =$8117
#GL_DUAL_INTENSITY4_SGIS           =$8118
#GL_DUAL_INTENSITY8_SGIS           =$8119
#GL_DUAL_INTENSITY12_SGIS          =$811A
#GL_DUAL_INTENSITY16_SGIS          =$811B
#GL_DUAL_LUMINANCE_ALPHA4_SGIS     =$811C
#GL_DUAL_LUMINANCE_ALPHA8_SGIS     =$811D
#GL_QUAD_ALPHA4_SGIS               =$811E
#GL_QUAD_ALPHA8_SGIS               =$811F
#GL_QUAD_LUMINANCE4_SGIS           =$8120
#GL_QUAD_LUMINANCE8_SGIS           =$8121
#GL_QUAD_INTENSITY4_SGIS           =$8122
#GL_QUAD_INTENSITY8_SGIS           =$8123
#GL_DUAL_TEXTURE_SELECT_SGIS       =$8124
#GL_QUAD_TEXTURE_SELECT_SGIS       =$8125


; Vars For GL_SGIX_sprite
#GL_SPRITE_SGIX                    =$8148
#GL_SPRITE_MODE_SGIX               =$8149
#GL_SPRITE_AXIS_SGIX               =$814A
#GL_SPRITE_TRANSLATION_SGIX        =$814B
#GL_SPRITE_AXIAL_SGIX              =$814C
#GL_SPRITE_OBJECT_ALIGNED_SGIX     =$814D
#GL_SPRITE_EYE_ALIGNED_SGIX        =$814E


; Vars For GL_SGIX_texture_multi_buffer
#GL_TEXTURE_MULTI_BUFFER_HINT_SGIX =$812E


; Vars For GL_EXT_point_parameters
#GL_POINT_SIZE_MIN_EXT             =$8126
#GL_POINT_SIZE_MAX_EXT             =$8127
#GL_POINT_FADE_THRESHOLD_SIZE_EXT  =$8128
#GL_DISTANCE_ATTENUATION_EXT       =$8129


; Vars For GL_SGIS_point_parameters
#GL_POINT_SIZE_MIN_SGIS            =$8126
#GL_POINT_SIZE_MAX_SGIS            =$8127
#GL_POINT_FADE_THRESHOLD_SIZE_SGIS =$8128
#GL_DISTANCE_ATTENUATION_SGIS      =$8129


; Vars For GL_SGIX_instruments
#GL_INSTRUMENT_BUFFER_POINTER_SGIX =$8180
#GL_INSTRUMENT_MEASUREMENTS_SGIX   =$8181


; Vars For GL_SGIX_texture_scale_bias
#GL_POST_TEXTURE_FILTER_BIAS_SGIX  =$8179
#GL_POST_TEXTURE_FILTER_SCALE_SGIX =$817A
#GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX =$817B
#GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX =$817C


; Vars For GL_SGIX_framezoom
#GL_FRAMEZOOM_SGIX                 =$818B
#GL_FRAMEZOOM_FACTOR_SGIX          =$818C
#GL_MAX_FRAMEZOOM_FACTOR_SGIX      =$818D


; Vars For GL_SGIX_tag_sample_buffer
; note: currently none

; Vars For GL_FfdMaskSGIX
#GL_TEXTURE_DEFORMATION_BIT_SGIX   =$00000001
#GL_GEOMETRY_DEFORMATION_BIT_SGIX  =$00000002


; Vars For GL_SGIX_polynomial_ffd
#GL_GEOMETRY_DEFORMATION_SGIX      =$8194
#GL_TEXTURE_DEFORMATION_SGIX       =$8195
#GL_DEFORMATIONS_MASK_SGIX         =$8196
#GL_MAX_DEFORMATION_ORDER_SGIX     =$8197


; Vars For GL_SGIX_reference_plane
#GL_REFERENCE_PLANE_SGIX           =$817D
#GL_REFERENCE_PLANE_EQUATION_SGIX  =$817E


; Vars For GL_SGIX_flush_raster
; note: currently none

; Vars For GL_SGIX_depth_texture
#GL_DEPTH_COMPONENT16_SGIX         =$81A5
#GL_DEPTH_COMPONENT24_SGIX         =$81A6
#GL_DEPTH_COMPONENT32_SGIX         =$81A7


; Vars For GL_SGIS_fog_function
#GL_FOG_FUNC_SGIS                  =$812A
#GL_FOG_FUNC_POINTS_SGIS           =$812B
#GL_MAX_FOG_FUNC_POINTS_SGIS       =$812C


; Vars For GL_SGIX_fog_offset
#GL_FOG_OFFSET_SGIX                =$8198
#GL_FOG_OFFSET_VALUE_SGIX          =$8199


; Vars For GL_HP_image_transform
#GL_IMAGE_SCALE_X_HP               =$8155
#GL_IMAGE_SCALE_Y_HP               =$8156
#GL_IMAGE_TRANSLATE_X_HP           =$8157
#GL_IMAGE_TRANSLATE_Y_HP           =$8158
#GL_IMAGE_ROTATE_ANGLE_HP          =$8159
#GL_IMAGE_ROTATE_ORIGIN_X_HP       =$815A
#GL_IMAGE_ROTATE_ORIGIN_Y_HP       =$815B
#GL_IMAGE_MAG_FILTER_HP            =$815C
#GL_IMAGE_MIN_FILTER_HP            =$815D
#GL_IMAGE_CUBIC_WEIGHT_HP          =$815E
#GL_CUBIC_HP                       =$815F
#GL_AVERAGE_HP                     =$8160
#GL_IMAGE_TRANSFORM_2D_HP          =$8161
#GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP =$8162
#GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP =$8163


; Vars For GL_HP_convolution_border_modes
#GL_IGNORE_BORDER_HP               =$8150
#GL_CONSTANT_BORDER_HP             =$8151
#GL_REPLICATE_BORDER_HP            =$8153
#GL_CONVOLUTION_BORDER_COLOR_HP    =$8154


; Vars For GL_INGR_palette_buffer
; note: currently none

; Vars For GL_SGIX_texture_add_env
#GL_TEXTURE_ENV_BIAS_SGIX          =$80BE


; Vars For GL_EXT_color_subtable


; Vars For GL_PGI_vertex_hints
#GL_VERTEX_DATA_HINT_PGI           =$1A22A
#GL_VERTEX_CONSISTENT_HINT_PGI     =$1A22B
#GL_MATERIAL_SIDE_HINT_PGI         =$1A22C
#GL_MAX_VERTEX_HINT_PGI            =$1A22D
#GL_COLOR3_BIT_PGI                 =$00010000
#GL_COLOR4_BIT_PGI                 =$00020000
#GL_EDGEFLAG_BIT_PGI               =$00040000
#GL_INDEX_BIT_PGI                  =$00080000
#GL_MAT_AMBIENT_BIT_PGI            =$00100000
#GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI =$00200000
#GL_MAT_DIFFUSE_BIT_PGI            =$00400000
#GL_MAT_EMISSION_BIT_PGI           =$00800000
#GL_MAT_COLOR_INDEXES_BIT_PGI      =$01000000
#GL_MAT_SHININESS_BIT_PGI          =$02000000
#GL_MAT_SPECULAR_BIT_PGI           =$04000000
#GL_NORMAL_BIT_PGI                 =$08000000
#GL_TEXCOORD1_BIT_PGI              =$10000000
#GL_TEXCOORD2_BIT_PGI              =$20000000
#GL_TEXCOORD3_BIT_PGI              =$40000000
#GL_TEXCOORD4_BIT_PGI              =$80000000
#GL_VERTEX23_BIT_PGI               =$00000004
#GL_VERTEX4_BIT_PGI                =$00000008


; Vars For GL_PGI_misc_hints
#GL_PREFER_DOUBLEBUFFER_HINT_PGI   =$1A1F8
#GL_CONSERVE_MEMORY_HINT_PGI       =$1A1FD
#GL_RECLAIM_MEMORY_HINT_PGI        =$1A1FE
#GL_NATIVE_GRAPHICS_HANDLE_PGI     =$1A202
#GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI =$1A203
#GL_NATIVE_GRAPHICS_END_HINT_PGI   =$1A204
#GL_ALWAYS_FAST_HINT_PGI           =$1A20C
#GL_ALWAYS_SOFT_HINT_PGI           =$1A20D
#GL_ALLOW_DRAW_OBJ_HINT_PGI        =$1A20E
#GL_ALLOW_DRAW_WIN_HINT_PGI        =$1A20F
#GL_ALLOW_DRAW_FRG_HINT_PGI        =$1A210
#GL_ALLOW_DRAW_MEM_HINT_PGI        =$1A211
#GL_STRICT_DEPTHFUNC_HINT_PGI      =$1A216
#GL_STRICT_LIGHTING_HINT_PGI       =$1A217
#GL_STRICT_SCISSOR_HINT_PGI        =$1A218
#GL_FULL_STIPPLE_HINT_PGI          =$1A219
#GL_CLIP_NEAR_HINT_PGI             =$1A220
#GL_CLIP_FAR_HINT_PGI              =$1A221
#GL_WIDE_LINE_HINT_PGI             =$1A222
#GL_BACK_NORMALS_HINT_PGI          =$1A223


; Vars For GL_EXT_paletted_texture
#GL_COLOR_INDEX1_EXT               =$80E2
#GL_COLOR_INDEX2_EXT               =$80E3
#GL_COLOR_INDEX4_EXT               =$80E4
#GL_COLOR_INDEX8_EXT               =$80E5
#GL_COLOR_INDEX12_EXT              =$80E6
#GL_COLOR_INDEX16_EXT              =$80E7
#GL_TEXTURE_INDEX_SIZE_EXT         =$80ED


; Vars For GL_EXT_clip_volume_hint
#GL_CLIP_VOLUME_CLIPPING_HINT_EXT  =$80F0


; Vars For GL_SGIX_list_priority
#GL_LIST_PRIORITY_SGIX             =$8182


; Vars For GL_SGIX_ir_instrument1
#GL_IR_INSTRUMENT1_SGIX            =$817F


; Vars For GL_SGIX_calligraphic_fragment
#GL_CALLIGRAPHIC_FRAGMENT_SGIX     =$8183


; Vars For GL_SGIX_texture_lod_bias
#GL_TEXTURE_LOD_BIAS_S_SGIX        =$818E
#GL_TEXTURE_LOD_BIAS_T_SGIX        =$818F
#GL_TEXTURE_LOD_BIAS_R_SGIX        =$8190


; Vars For GL_SGIX_shadow_ambient
#GL_SHADOW_AMBIENT_SGIX            =$80BF


; Vars For GL_EXT_index_texture
; note: currently none

; Vars For GL_EXT_index_material
#GL_INDEX_MATERIAL_EXT             =$81B8
#GL_INDEX_MATERIAL_PARAMETER_EXT   =$81B9
#GL_INDEX_MATERIAL_FACE_EXT        =$81BA


; Vars For GL_EXT_index_func
#GL_INDEX_TEST_EXT                 =$81B5
#GL_INDEX_TEST_FUNC_EXT            =$81B6
#GL_INDEX_TEST_REF_EXT             =$81B7


; Vars For GL_EXT_index_array_formats
#GL_IUI_V2F_EXT                    =$81AD
#GL_IUI_V3F_EXT                    =$81AE
#GL_IUI_N3F_V2F_EXT                =$81AF
#GL_IUI_N3F_V3F_EXT                =$81B0
#GL_T2F_IUI_V2F_EXT                =$81B1
#GL_T2F_IUI_V3F_EXT                =$81B2
#GL_T2F_IUI_N3F_V2F_EXT            =$81B3
#GL_T2F_IUI_N3F_V3F_EXT            =$81B4


; Vars For GL_EXT_compiled_vertex_array
#GL_ARRAY_ELEMENT_LOCK_FIRST_EXT   =$81A8
#GL_ARRAY_ELEMENT_LOCK_COUNT_EXT   =$81A9


; Vars For GL_EXT_cull_vertex
#GL_CULL_VERTEX_EXT                =$81AA
#GL_CULL_VERTEX_EYE_POSITION_EXT   =$81AB
#GL_CULL_VERTEX_OBJECT_POSITION_EXT =$81AC


; Vars For GL_SGIX_ycrcb
#GL_YCRCB_422_SGIX                 =$81BB
#GL_YCRCB_444_SGIX                 =$81BC


; Vars For GL_SGIX_fragment_lighting
#GL_FRAGMENT_LIGHTING_SGIX         =$8400
#GL_FRAGMENT_COLOR_MATERIAL_SGIX   =$8401
#GL_FRAGMENT_COLOR_MATERIAL_FACE_SGIX =$8402
#GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX =$8403
#GL_MAX_FRAGMENT_LIGHTS_SGIX       =$8404
#GL_MAX_ACTIVE_LIGHTS_SGIX         =$8405
#GL_CURRENT_RASTER_NORMAL_SGIX     =$8406
#GL_LIGHT_ENV_MODE_SGIX            =$8407
#GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX =$8408
#GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX =$8409
#GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX =$840A
#GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX =$840B
#GL_FRAGMENT_LIGHT0_SGIX           =$840C
#GL_FRAGMENT_LIGHT1_SGIX           =$840D
#GL_FRAGMENT_LIGHT2_SGIX           =$840E
#GL_FRAGMENT_LIGHT3_SGIX           =$840F
#GL_FRAGMENT_LIGHT4_SGIX           =$8410
#GL_FRAGMENT_LIGHT5_SGIX           =$8411
#GL_FRAGMENT_LIGHT6_SGIX           =$8412
#GL_FRAGMENT_LIGHT7_SGIX           =$8413


; Vars For GL_IBM_rasterpos_clip
#GL_RASTER_POSITION_UNCLIPPED_IBM  =$19262


; Vars For GL_HP_texture_lighting
#GL_TEXTURE_LIGHTING_MODE_HP       =$8167
#GL_TEXTURE_POST_SPECULAR_HP       =$8168
#GL_TEXTURE_PRE_SPECULAR_HP        =$8169


; Vars For GL_EXT_draw_range_elements
#GL_MAX_ELEMENTS_VERTICES_EXT      =$80E8
#GL_MAX_ELEMENTS_INDICES_EXT       =$80E9


; Vars For GL_WIN_phong_shading
#GL_PHONG_WIN                      =$80EA
#GL_PHONG_HINT_WIN                 =$80EB


; Vars For GL_WIN_specular_fog
#GL_FOG_SPECULAR_TEXTURE_WIN       =$80EC


; Vars For GL_EXT_light_texture
#GL_FRAGMENT_MATERIAL_EXT          =$8349
#GL_FRAGMENT_NORMAL_EXT            =$834A
#GL_FRAGMENT_COLOR_EXT             =$834C
#GL_ATTENUATION_EXT                =$834D
#GL_SHADOW_ATTENUATION_EXT         =$834E
#GL_TEXTURE_APPLICATION_MODE_EXT   =$834F
#GL_TEXTURE_LIGHT_EXT              =$8350
#GL_TEXTURE_MATERIAL_FACE_EXT      =$8351
#GL_TEXTURE_MATERIAL_PARAMETER_EXT =$8352
;  reuse GL_FRAGMENT_DEPTH_EXT


; Vars For GL_SGIX_blend_alpha_minmax
#GL_ALPHA_MIN_SGIX                 =$8320
#GL_ALPHA_MAX_SGIX                 =$8321


; Vars For GL_SGIX_impact_pixel_texture
#GL_PIXEL_TEX_GEN_Q_CEILING_SGIX   =$8184
#GL_PIXEL_TEX_GEN_Q_ROUND_SGIX     =$8185
#GL_PIXEL_TEX_GEN_Q_FLOOR_SGIX     =$8186
#GL_PIXEL_TEX_GEN_ALPHA_REPLACE_SGIX =$8187
#GL_PIXEL_TEX_GEN_ALPHA_NO_REPLACE_SGIX =$8188
#GL_PIXEL_TEX_GEN_ALPHA_LS_SGIX    =$8189
#GL_PIXEL_TEX_GEN_ALPHA_MS_SGIX    =$818A


; Vars For GL_EXT_bgra
#GL_BGR_EXT                        =$80E0
#GL_BGRA_EXT                       =$80E1


; Vars For GL_SGIX_async
#GL_ASYNC_MARKER_SGIX              =$8329


; Vars For GL_SGIX_async_pixel
#GL_ASYNC_TEX_IMAGE_SGIX           =$835C
#GL_ASYNC_DRAW_PIXELS_SGIX         =$835D
#GL_ASYNC_READ_PIXELS_SGIX         =$835E
#GL_MAX_ASYNC_TEX_IMAGE_SGIX       =$835F
#GL_MAX_ASYNC_DRAW_PIXELS_SGIX     =$8360
#GL_MAX_ASYNC_READ_PIXELS_SGIX     =$8361


; Vars For GL_SGIX_async_histogram
#GL_ASYNC_HISTOGRAM_SGIX           =$832C
#GL_MAX_ASYNC_HISTOGRAM_SGIX       =$832D


; Vars For GL_INTEL_texture_scissor
; note: currently none

; Vars For GL_INTEL_parallel_arrays
#GL_PARALLEL_ARRAYS_INTEL          =$83F4
#GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL =$83F5
#GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL =$83F6
#GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL =$83F7
#GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL =$83F8


; Vars For GL_HP_occlusion_test
#GL_OCCLUSION_TEST_HP              =$8165
#GL_OCCLUSION_TEST_RESULT_HP       =$8166


; Vars For GL_EXT_pixel_transform
#GL_PIXEL_TRANSFORM_2D_EXT         =$8330
#GL_PIXEL_MAG_FILTER_EXT           =$8331
#GL_PIXEL_MIN_FILTER_EXT           =$8332
#GL_PIXEL_CUBIC_WEIGHT_EXT         =$8333
#GL_CUBIC_EXT                      =$8334
#GL_AVERAGE_EXT                    =$8335
#GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT =$8336
#GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT =$8337
#GL_PIXEL_TRANSFORM_2D_MATRIX_EXT  =$8338


; Vars For GL_EXT_pixel_transform_color_table
; note: currently none

; Vars For GL_EXT_shared_texture_palette
#GL_SHARED_TEXTURE_PALETTE_EXT     =$81FB


; Vars For GL_EXT_separate_specular_color
#GL_LIGHT_MODEL_COLOR_CONTROL_EXT  =$81F8
#GL_SINGLE_COLOR_EXT               =$81F9
#GL_SEPARATE_SPECULAR_COLOR_EXT    =$81FA


; Vars For GL_EXT_secondary_color
#GL_COLOR_SUM_EXT                  =$8458
#GL_CURRENT_SECONDARY_COLOR_EXT    =$8459
#GL_SECONDARY_COLOR_ARRAY_SIZE_EXT =$845A
#GL_SECONDARY_COLOR_ARRAY_TYPE_EXT =$845B
#GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT =$845C
#GL_SECONDARY_COLOR_ARRAY_POINTER_EXT =$845D
#GL_SECONDARY_COLOR_ARRAY_EXT      =$845E


; Vars For GL_EXT_texture_perturb_normal
#GL_PERTURB_EXT                    =$85AE
#GL_TEXTURE_NORMAL_EXT             =$85AF


; Vars For GL_EXT_multi_draw_arrays
; note: currently none

; Vars For GL_EXT_fog_coord
#GL_FOG_COORDINATE_SOURCE_EXT      =$8450
#GL_FOG_COORDINATE_EXT             =$8451
#GL_FRAGMENT_DEPTH_EXT             =$8452
#GL_CURRENT_FOG_COORDINATE_EXT     =$8453
#GL_FOG_COORDINATE_ARRAY_TYPE_EXT  =$8454
#GL_FOG_COORDINATE_ARRAY_STRIDE_EXT =$8455
#GL_FOG_COORDINATE_ARRAY_POINTER_EXT =$8456
#GL_FOG_COORDINATE_ARRAY_EXT       =$8457


; Vars For GL_REND_screen_coordinates
#GL_SCREEN_COORDINATES_REND        =$8490
#GL_INVERTED_SCREEN_W_REND         =$8491


; Vars For GL_EXT_coordinate_frame
#GL_TANGENT_ARRAY_EXT              =$8439
#GL_BINORMAL_ARRAY_EXT             =$843A
#GL_CURRENT_TANGENT_EXT            =$843B
#GL_CURRENT_BINORMAL_EXT           =$843C
#GL_TANGENT_ARRAY_TYPE_EXT         =$843E
#GL_TANGENT_ARRAY_STRIDE_EXT       =$843F
#GL_BINORMAL_ARRAY_TYPE_EXT        =$8440
#GL_BINORMAL_ARRAY_STRIDE_EXT      =$8441
#GL_TANGENT_ARRAY_POINTER_EXT      =$8442
#GL_BINORMAL_ARRAY_POINTER_EXT     =$8443
#GL_MAP1_TANGENT_EXT               =$8444
#GL_MAP2_TANGENT_EXT               =$8445
#GL_MAP1_BINORMAL_EXT              =$8446
#GL_MAP2_BINORMAL_EXT              =$8447


; Vars For GL_EXT_texture_env_combine
#GL_COMBINE_EXT                    =$8570
#GL_COMBINE_RGB_EXT                =$8571
#GL_COMBINE_ALPHA_EXT              =$8572
#GL_RGB_SCALE_EXT                  =$8573
#GL_ADD_SIGNED_EXT                 =$8574
#GL_INTERPOLATE_EXT                =$8575
#GL_CONSTANT_EXT                   =$8576
#GL_PRIMARY_COLOR_EXT              =$8577
#GL_PREVIOUS_EXT                   =$8578
#GL_SOURCE0_RGB_EXT                =$8580
#GL_SOURCE1_RGB_EXT                =$8581
#GL_SOURCE2_RGB_EXT                =$8582
#GL_SOURCE0_ALPHA_EXT              =$8588
#GL_SOURCE1_ALPHA_EXT              =$8589
#GL_SOURCE2_ALPHA_EXT              =$858A
#GL_OPERAND0_RGB_EXT               =$8590
#GL_OPERAND1_RGB_EXT               =$8591
#GL_OPERAND2_RGB_EXT               =$8592
#GL_OPERAND0_ALPHA_EXT             =$8598
#GL_OPERAND1_ALPHA_EXT             =$8599
#GL_OPERAND2_ALPHA_EXT             =$859A


; Vars For GL_APPLE_specular_vector
#GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE =$85B0


; Vars For GL_APPLE_transform_hint
#GL_TRANSFORM_HINT_APPLE           =$85B1


; Vars For GL_SGIX_fog_scale
#GL_FOG_SCALE_SGIX                 =$81FC
#GL_FOG_SCALE_VALUE_SGIX           =$81FD


; Vars For GL_SUNX_constant_data
#GL_UNPACK_CONSTANT_DATA_SUNX      =$81D5
#GL_TEXTURE_CONSTANT_DATA_SUNX     =$81D6


; Vars For GL_SUN_global_alpha
#GL_GLOBAL_ALPHA_SUN               =$81D9
#GL_GLOBAL_ALPHA_FACTOR_SUN        =$81DA


; Vars For GL_SUN_triangle_list
#GL_RESTART_SUN                    =$0001
#GL_REPLACE_MIDDLE_SUN             =$0002
#GL_REPLACE_OLDEST_SUN             =$0003
#GL_TRIANGLE_LIST_SUN              =$81D7
#GL_REPLACEMENT_CODE_SUN           =$81D8
#GL_REPLACEMENT_CODE_ARRAY_SUN     =$85C0
#GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN =$85C1
#GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN =$85C2
#GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN =$85C3
#GL_R1UI_V3F_SUN                   =$85C4
#GL_R1UI_C4UB_V3F_SUN              =$85C5
#GL_R1UI_C3F_V3F_SUN               =$85C6
#GL_R1UI_N3F_V3F_SUN               =$85C7
#GL_R1UI_C4F_N3F_V3F_SUN           =$85C8
#GL_R1UI_T2F_V3F_SUN               =$85C9
#GL_R1UI_T2F_N3F_V3F_SUN           =$85CA
#GL_R1UI_T2F_C4F_N3F_V3F_SUN       =$85CB


; Vars For GL_SUN_vertex
; note: currently none

; Vars For GL_EXT_blend_func_separate
#GL_BLEND_DST_RGB_EXT              =$80C8
#GL_BLEND_SRC_RGB_EXT              =$80C9
#GL_BLEND_DST_ALPHA_EXT            =$80CA
#GL_BLEND_SRC_ALPHA_EXT            =$80CB


; Vars For GL_INGR_color_clamp
#GL_RED_MIN_CLAMP_INGR             =$8560
#GL_GREEN_MIN_CLAMP_INGR           =$8561
#GL_BLUE_MIN_CLAMP_INGR            =$8562
#GL_ALPHA_MIN_CLAMP_INGR           =$8563
#GL_RED_MAX_CLAMP_INGR             =$8564
#GL_GREEN_MAX_CLAMP_INGR           =$8565
#GL_BLUE_MAX_CLAMP_INGR            =$8566
#GL_ALPHA_MAX_CLAMP_INGR           =$8567


; Vars For GL_INGR_interlace_read
#GL_INTERLACE_READ_INGR            =$8568


; Vars For GL_EXT_stencil_wrap
#GL_INCR_WRAP_EXT                  =$8507
#GL_DECR_WRAP_EXT                  =$8508


; Vars For GL_EXT_422_pixels
#GL_422_EXT                        =$80CC
#GL_422_REV_EXT                    =$80CD
#GL_422_AVERAGE_EXT                =$80CE
#GL_422_REV_AVERAGE_EXT            =$80CF


; Vars For GL_NV_texgen_reflection
#GL_NORMAL_MAP_NV                  =$8511
#GL_REFLECTION_MAP_NV              =$8512


; Vars For GL_EXT_texture_cube_map
#GL_NORMAL_MAP_EXT                 =$8511
#GL_REFLECTION_MAP_EXT             =$8512
#GL_TEXTURE_CUBE_MAP_EXT           =$8513
#GL_TEXTURE_BINDING_CUBE_MAP_EXT   =$8514
#GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT =$8515
#GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT =$8516
#GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT =$8517
#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT =$8518
#GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT =$8519
#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT =$851A
#GL_PROXY_TEXTURE_CUBE_MAP_EXT     =$851B
#GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT  =$851C


; Vars For GL_SUN_convolution_border_modes
#GL_WRAP_BORDER_SUN                =$81D4


; Vars For GL_EXT_texture_env_add
; note: currently none

; Vars For GL_EXT_texture_lod_bias
#GL_MAX_TEXTURE_LOD_BIAS_EXT       =$84FD
#GL_TEXTURE_FILTER_CONTROL_EXT     =$8500
#GL_TEXTURE_LOD_BIAS_EXT           =$8501


; Vars For GL_EXT_texture_filter_anisotropic
#GL_TEXTURE_MAX_ANISOTROPY_EXT     =$84FE
#GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT =$84FF


; Vars For GL_EXT_vertex_weighting
#GL_MODELVIEW0_STACK_DEPTH_EXT     =#GL_MODELVIEW_STACK_DEPTH
#GL_MODELVIEW1_STACK_DEPTH_EXT     =$8502
#GL_MODELVIEW0_MATRIX_EXT          =#GL_MODELVIEW_MATRIX
#GL_MODELVIEW1_MATRIX_EXT          =$8506
#GL_VERTEX_WEIGHTING_EXT           =$8509
#GL_MODELVIEW0_EXT                 =#GL_MODELVIEW
#GL_MODELVIEW1_EXT                 =$850A
#GL_CURRENT_VERTEX_WEIGHT_EXT      =$850B
#GL_VERTEX_WEIGHT_ARRAY_EXT        =$850C
#GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT   =$850D
#GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT   =$850E
#GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT =$850F
#GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT =$8510


; Vars For GL_NV_light_max_exponent
#GL_MAX_SHININESS_NV               =$8504
#GL_MAX_SPOT_EXPONENT_NV           =$8505


; Vars For GL_NV_vertex_array_range
#GL_VERTEX_ARRAY_RANGE_NV          =$851D
#GL_VERTEX_ARRAY_RANGE_LENGTH_NV   =$851E
#GL_VERTEX_ARRAY_RANGE_VALID_NV    =$851F
#GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV =$8520
#GL_VERTEX_ARRAY_RANGE_POINTER_NV  =$8521


; Vars For GL_NV_register_combiners
#GL_REGISTER_COMBINERS_NV          =$8522
#GL_VARIABLE_A_NV                  =$8523
#GL_VARIABLE_B_NV                  =$8524
#GL_VARIABLE_C_NV                  =$8525
#GL_VARIABLE_D_NV                  =$8526
#GL_VARIABLE_E_NV                  =$8527
#GL_VARIABLE_F_NV                  =$8528
#GL_VARIABLE_G_NV                  =$8529
#GL_CONSTANT_COLOR0_NV             =$852A
#GL_CONSTANT_COLOR1_NV             =$852B
#GL_PRIMARY_COLOR_NV               =$852C
#GL_SECONDARY_COLOR_NV             =$852D
#GL_SPARE0_NV                      =$852E
#GL_SPARE1_NV                      =$852F
#GL_DISCARD_NV                     =$8530
#GL_E_TIMES_F_NV                   =$8531
#GL_SPARE0_PLUS_SECONDARY_COLOR_NV =$8532
#GL_UNSIGNED_IDENTITY_NV           =$8536
#GL_UNSIGNED_INVERT_NV             =$8537
#GL_EXPAND_NORMAL_NV               =$8538
#GL_EXPAND_NEGATE_NV               =$8539
#GL_HALF_BIAS_NORMAL_NV            =$853A
#GL_HALF_BIAS_NEGATE_NV            =$853B
#GL_SIGNED_IDENTITY_NV             =$853C
#GL_SIGNED_NEGATE_NV               =$853D
#GL_SCALE_BY_TWO_NV                =$853E
#GL_SCALE_BY_FOUR_NV               =$853F
#GL_SCALE_BY_ONE_HALF_NV           =$8540
#GL_BIAS_BY_NEGATIVE_ONE_HALF_NV   =$8541
#GL_COMBINER_INPUT_NV              =$8542
#GL_COMBINER_MAPPING_NV            =$8543
#GL_COMBINER_COMPONENT_USAGE_NV    =$8544
#GL_COMBINER_AB_DOT_PRODUCT_NV     =$8545
#GL_COMBINER_CD_DOT_PRODUCT_NV     =$8546
#GL_COMBINER_MUX_SUM_NV            =$8547
#GL_COMBINER_SCALE_NV              =$8548
#GL_COMBINER_BIAS_NV               =$8549
#GL_COMBINER_AB_OUTPUT_NV          =$854A
#GL_COMBINER_CD_OUTPUT_NV          =$854B
#GL_COMBINER_SUM_OUTPUT_NV         =$854C
#GL_MAX_GENERAL_COMBINERS_NV       =$854D
#GL_NUM_GENERAL_COMBINERS_NV       =$854E
#GL_COLOR_SUM_CLAMP_NV             =$854F
#GL_COMBINER0_NV                   =$8550
#GL_COMBINER1_NV                   =$8551
#GL_COMBINER2_NV                   =$8552
#GL_COMBINER3_NV                   =$8553
#GL_COMBINER4_NV                   =$8554
#GL_COMBINER5_NV                   =$8555
#GL_COMBINER6_NV                   =$8556
#GL_COMBINER7_NV                   =$8557
;  reuse GL_TEXTURE0_ARB
;  reuse GL_TEXTURE1_ARB
;  reuse GL_ZERO
;  reuse GL_NONE
;  reuse GL_FOG


; Vars For GL_NV_fog_distance
#GL_FOG_DISTANCE_MODE_NV           =$855A
#GL_EYE_RADIAL_NV                  =$855B
#GL_EYE_PLANE_ABSOLUTE_NV          =$855C
;  reuse GL_EYE_PLANE


; Vars For GL_NV_texgen_emboss
#GL_EMBOSS_LIGHT_NV                =$855D
#GL_EMBOSS_CONSTANT_NV             =$855E
#GL_EMBOSS_MAP_NV                  =$855F


; Vars For GL_NV_blend_square
; note: currently none

; Vars For GL_NV_texture_env_combine4
#GL_COMBINE4_NV                    =$8503
#GL_SOURCE3_RGB_NV                 =$8583
#GL_SOURCE3_ALPHA_NV               =$858B
#GL_OPERAND3_RGB_NV                =$8593
#GL_OPERAND3_ALPHA_NV              =$859B


; Vars For GL_MESA_resize_buffers
; note: currently none

; Vars For GL_MESA_window_pos
; note: currently none

; Vars For GL_EXT_texture_compression_s3tc
#GL_COMPRESSED_RGB_S3TC_DXT1_EXT   =$83F0
#GL_COMPRESSED_RGBA_S3TC_DXT1_EXT  =$83F1
#GL_COMPRESSED_RGBA_S3TC_DXT3_EXT  =$83F2
#GL_COMPRESSED_RGBA_S3TC_DXT5_EXT  =$83F3


; Vars For GL_IBM_cull_vertex
#GL_CULL_VERTEX_IBM                =103050


; Vars For GL_IBM_multimode_draw_arrays
; note: currently none

; Vars For GL_IBM_vertex_array_lists
#GL_VERTEX_ARRAY_LIST_IBM          =103070
#GL_NORMAL_ARRAY_LIST_IBM          =103071
#GL_COLOR_ARRAY_LIST_IBM           =103072
#GL_INDEX_ARRAY_LIST_IBM           =103073
#GL_TEXTURE_COORD_ARRAY_LIST_IBM   =103074
#GL_EDGE_FLAG_ARRAY_LIST_IBM       =103075
#GL_FOG_COORDINATE_ARRAY_LIST_IBM  =103076
#GL_SECONDARY_COLOR_ARRAY_LIST_IBM =103077
#GL_VERTEX_ARRAY_LIST_STRIDE_IBM   =103080
#GL_NORMAL_ARRAY_LIST_STRIDE_IBM   =103081
#GL_COLOR_ARRAY_LIST_STRIDE_IBM    =103082
#GL_INDEX_ARRAY_LIST_STRIDE_IBM    =103083
#GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM =103084
#GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM =103085
#GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM =103086
#GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM =103087


; Vars For GL_SGIX_subsample
#GL_PACK_SUBSAMPLE_RATE_SGIX       =$85A0
#GL_UNPACK_SUBSAMPLE_RATE_SGIX     =$85A1
#GL_PIXEL_SUBSAMPLE_4444_SGIX      =$85A2
#GL_PIXEL_SUBSAMPLE_2424_SGIX      =$85A3
#GL_PIXEL_SUBSAMPLE_4242_SGIX      =$85A4


; Vars For GL_SGIX_ycrcb_subsample
; note: currently none

; Vars For GL_SGIX_ycrcba
#GL_YCRCB_SGIX                     =$8318
#GL_YCRCBA_SGIX                    =$8319


; Vars For GL_SGI_depth_pass_instrument
#GL_DEPTH_PASS_INSTRUMENT_SGIX     =$8310
#GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX =$8311
#GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX =$8312


; Vars For GL_3DFX_texture_compression_FXT1
#GL_COMPRESSED_RGB_FXT1_3DFX       =$86B0
#GL_COMPRESSED_RGBA_FXT1_3DFX      =$86B1


; Vars For GL_3DFX_multisample
#GL_MULTISAMPLE_3DFX               =$86B2
#GL_SAMPLE_BUFFERS_3DFX            =$86B3
#GL_SAMPLES_3DFX                   =$86B4
#GL_MULTISAMPLE_BIT_3DFX           =$20000000


; Vars For GL_3DFX_tbuffer


; Vars For GL_EXT_multisample
#GL_MULTISAMPLE_EXT                =$809D
#GL_SAMPLE_ALPHA_TO_MASK_EXT       =$809E
#GL_SAMPLE_ALPHA_TO_ONE_EXT        =$809F
#GL_SAMPLE_MASK_EXT                =$80A0
#GL_1PASS_EXT                      =$80A1
#GL_2PASS_0_EXT                    =$80A2
#GL_2PASS_1_EXT                    =$80A3
#GL_4PASS_0_EXT                    =$80A4
#GL_4PASS_1_EXT                    =$80A5
#GL_4PASS_2_EXT                    =$80A6
#GL_4PASS_3_EXT                    =$80A7
#GL_SAMPLE_BUFFERS_EXT             =$80A8
#GL_SAMPLES_EXT                    =$80A9
#GL_SAMPLE_MASK_VALUE_EXT          =$80AA
#GL_SAMPLE_MASK_INVERT_EXT         =$80AB
#GL_SAMPLE_PATTERN_EXT             =$80AC
#GL_MULTISAMPLE_BIT_EXT            =$20000000


; Vars For GL_SGIX_vertex_preclip
#GL_VERTEX_PRECLIP_SGIX            =$83EE
#GL_VERTEX_PRECLIP_HINT_SGIX       =$83EF


; Vars For GL_SGIX_convolution_accuracy
#GL_CONVOLUTION_HINT_SGIX          =$8316


; Vars For GL_SGIX_resample
#GL_PACK_RESAMPLE_SGIX             =$842C
#GL_UNPACK_RESAMPLE_SGIX           =$842D
#GL_RESAMPLE_REPLICATE_SGIX        =$842E
#GL_RESAMPLE_ZERO_FILL_SGIX        =$842F
#GL_RESAMPLE_DECIMATE_SGIX         =$8430


; Vars For GL_SGIS_point_line_texgen
#GL_EYE_DISTANCE_TO_POINT_SGIS     =$81F0
#GL_OBJECT_DISTANCE_TO_POINT_SGIS  =$81F1
#GL_EYE_DISTANCE_TO_LINE_SGIS      =$81F2
#GL_OBJECT_DISTANCE_TO_LINE_SGIS   =$81F3
#GL_EYE_POINT_SGIS                 =$81F4
#GL_OBJECT_POINT_SGIS              =$81F5
#GL_EYE_LINE_SGIS                  =$81F6
#GL_OBJECT_LINE_SGIS               =$81F7


; Vars For GL_SGIS_texture_color_mask
#GL_TEXTURE_COLOR_WRITEMASK_SGIS   =$81EF


; Vars For GL_EXT_texture_env_dot3
#GL_DOT3_RGB_EXT                   =$8740
#GL_DOT3_RGBA_EXT                  =$8741


; Vars For GL_ATI_texture_mirror_once
#GL_MIRROR_CLAMP_ATI               =$8742
#GL_MIRROR_CLAMP_TO_EDGE_ATI       =$8743


; Vars For GL_NV_fence
#GL_ALL_COMPLETED_NV               =$84F2
#GL_FENCE_STATUS_NV                =$84F3
#GL_FENCE_CONDITION_NV             =$84F4


; Vars For GL_IBM_texture_mirrored_repeat
#GL_MIRRORED_REPEAT_IBM            =$8370


; Vars For GL_NV_evaluators
#GL_EVAL_2D_NV                     =$86C0
#GL_EVAL_TRIANGULAR_2D_NV          =$86C1
#GL_MAP_TESSELLATION_NV            =$86C2
#GL_MAP_ATTRIB_U_ORDER_NV          =$86C3
#GL_MAP_ATTRIB_V_ORDER_NV          =$86C4
#GL_EVAL_FRACTIONAL_TESSELLATION_NV =$86C5
#GL_EVAL_VERTEX_ATTRIB0_NV         =$86C6
#GL_EVAL_VERTEX_ATTRIB1_NV         =$86C7
#GL_EVAL_VERTEX_ATTRIB2_NV         =$86C8
#GL_EVAL_VERTEX_ATTRIB3_NV         =$86C9
#GL_EVAL_VERTEX_ATTRIB4_NV         =$86CA
#GL_EVAL_VERTEX_ATTRIB5_NV         =$86CB
#GL_EVAL_VERTEX_ATTRIB6_NV         =$86CC
#GL_EVAL_VERTEX_ATTRIB7_NV         =$86CD
#GL_EVAL_VERTEX_ATTRIB8_NV         =$86CE
#GL_EVAL_VERTEX_ATTRIB9_NV         =$86CF
#GL_EVAL_VERTEX_ATTRIB10_NV        =$86D0
#GL_EVAL_VERTEX_ATTRIB11_NV        =$86D1
#GL_EVAL_VERTEX_ATTRIB12_NV        =$86D2
#GL_EVAL_VERTEX_ATTRIB13_NV        =$86D3
#GL_EVAL_VERTEX_ATTRIB14_NV        =$86D4
#GL_EVAL_VERTEX_ATTRIB15_NV        =$86D5
#GL_MAX_MAP_TESSELLATION_NV        =$86D6
#GL_MAX_RATIONAL_EVAL_ORDER_NV     =$86D7


; Vars For GL_NV_packed_depth_stencil
#GL_DEPTH_STENCIL_NV               =$84F9
#GL_UNSIGNED_INT_24_8_NV           =$84FA


; Vars For GL_NV_register_combiners2
#GL_PER_STAGE_CONSTANTS_NV         =$8535


; Vars For GL_NV_texture_compression_vtc


; Vars For GL_NV_texture_rectangle
#GL_TEXTURE_RECTANGLE_NV           =$84F5
#GL_TEXTURE_BINDING_RECTANGLE_NV   =$84F6
#GL_PROXY_TEXTURE_RECTANGLE_NV     =$84F7
#GL_MAX_RECTANGLE_TEXTURE_SIZE_NV  =$84F8


; Vars For GL_NV_texture_shader
#GL_OFFSET_TEXTURE_RECTANGLE_NV    =$864C
#GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV =$864D
#GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV =$864E
#GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV =$86D9
#GL_UNSIGNED_INT_S8_S8_8_8_NV      =$86DA
#GL_UNSIGNED_INT_8_8_S8_S8_REV_NV  =$86DB
#GL_DSDT_MAG_INTENSITY_NV          =$86DC
#GL_SHADER_CONSISTENT_NV           =$86DD
#GL_TEXTURE_SHADER_NV              =$86DE
#GL_SHADER_OPERATION_NV            =$86DF
#GL_CULL_MODES_NV                  =$86E0
#GL_OFFSET_TEXTURE_MATRIX_NV       =$86E1
#GL_OFFSET_TEXTURE_SCALE_NV        =$86E2
#GL_OFFSET_TEXTURE_BIAS_NV         =$86E3
#GL_OFFSET_TEXTURE_2D_MATRIX_NV    =#GL_OFFSET_TEXTURE_MATRIX_NV
#GL_OFFSET_TEXTURE_2D_SCALE_NV     =#GL_OFFSET_TEXTURE_SCALE_NV
#GL_OFFSET_TEXTURE_2D_BIAS_NV      =#GL_OFFSET_TEXTURE_BIAS_NV
#GL_PREVIOUS_TEXTURE_INPUT_NV      =$86E4
#GL_CONST_EYE_NV                   =$86E5
#GL_PASS_THROUGH_NV                =$86E6
#GL_CULL_FRAGMENT_NV               =$86E7
#GL_OFFSET_TEXTURE_2D_NV           =$86E8
#GL_DEPENDENT_AR_TEXTURE_2D_NV     =$86E9
#GL_DEPENDENT_GB_TEXTURE_2D_NV     =$86EA
#GL_DOT_PRODUCT_NV                 =$86EC
#GL_DOT_PRODUCT_DEPTH_REPLACE_NV   =$86ED
#GL_DOT_PRODUCT_TEXTURE_2D_NV      =$86EE
#GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV =$86F0
#GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV =$86F1
#GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV =$86F2
#GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV =$86F3
#GL_HILO_NV                        =$86F4
#GL_DSDT_NV                        =$86F5
#GL_DSDT_MAG_NV                    =$86F6
#GL_DSDT_MAG_VIB_NV                =$86F7
#GL_HILO16_NV                      =$86F8
#GL_SIGNED_HILO_NV                 =$86F9
#GL_SIGNED_HILO16_NV               =$86FA
#GL_SIGNED_RGBA_NV                 =$86FB
#GL_SIGNED_RGBA8_NV                =$86FC
#GL_SIGNED_RGB_NV                  =$86FE
#GL_SIGNED_RGB8_NV                 =$86FF
#GL_SIGNED_LUMINANCE_NV            =$8701
#GL_SIGNED_LUMINANCE8_NV           =$8702
#GL_SIGNED_LUMINANCE_ALPHA_NV      =$8703
#GL_SIGNED_LUMINANCE8_ALPHA8_NV    =$8704
#GL_SIGNED_ALPHA_NV                =$8705
#GL_SIGNED_ALPHA8_NV               =$8706
#GL_SIGNED_INTENSITY_NV            =$8707
#GL_SIGNED_INTENSITY8_NV           =$8708
#GL_DSDT8_NV                       =$8709
#GL_DSDT8_MAG8_NV                  =$870A
#GL_DSDT8_MAG8_INTENSITY8_NV       =$870B
#GL_SIGNED_RGB_UNSIGNED_ALPHA_NV   =$870C
#GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV =$870D
#GL_HI_SCALE_NV                    =$870E
#GL_LO_SCALE_NV                    =$870F
#GL_DS_SCALE_NV                    =$8710
#GL_DT_SCALE_NV                    =$8711
#GL_MAGNITUDE_SCALE_NV             =$8712
#GL_VIBRANCE_SCALE_NV              =$8713
#GL_HI_BIAS_NV                     =$8714
#GL_LO_BIAS_NV                     =$8715
#GL_DS_BIAS_NV                     =$8716
#GL_DT_BIAS_NV                     =$8717
#GL_MAGNITUDE_BIAS_NV              =$8718
#GL_VIBRANCE_BIAS_NV               =$8719
#GL_TEXTURE_BORDER_VALUES_NV       =$871A
#GL_TEXTURE_HI_SIZE_NV             =$871B
#GL_TEXTURE_LO_SIZE_NV             =$871C
#GL_TEXTURE_DS_SIZE_NV             =$871D
#GL_TEXTURE_DT_SIZE_NV             =$871E
#GL_TEXTURE_MAG_SIZE_NV            =$871F


; Vars For GL_NV_texture_shader2
#GL_DOT_PRODUCT_TEXTURE_3D_NV        =$86EF


; Vars For GL_NV_vertex_array_range2
#GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV =$8533


; Vars For GL_NV_vertex_program
#GL_VERTEX_PROGRAM_NV              =$8620
#GL_VERTEX_STATE_PROGRAM_NV        =$8621
#GL_ATTRIB_ARRAY_SIZE_NV           =$8623
#GL_ATTRIB_ARRAY_STRIDE_NV         =$8624
#GL_ATTRIB_ARRAY_TYPE_NV           =$8625
#GL_CURRENT_ATTRIB_NV              =$8626
#GL_PROGRAM_LENGTH_NV              =$8627
#GL_PROGRAM_STRING_NV              =$8628
#GL_MODELVIEW_PROJECTION_NV        =$8629
#GL_IDENTITY_NV                    =$862A
#GL_INVERSE_NV                     =$862B
#GL_TRANSPOSE_NV                   =$862C
#GL_INVERSE_TRANSPOSE_NV           =$862D
#GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV =$862E
#GL_MAX_TRACK_MATRICES_NV          =$862F
#GL_MATRIX0_NV                     =$8630
#GL_MATRIX1_NV                     =$8631
#GL_MATRIX2_NV                     =$8632
#GL_MATRIX3_NV                     =$8633
#GL_MATRIX4_NV                     =$8634
#GL_MATRIX5_NV                     =$8635
#GL_MATRIX6_NV                     =$8636
#GL_MATRIX7_NV                     =$8637
#GL_CURRENT_MATRIX_STACK_DEPTH_NV  =$8640
#GL_CURRENT_MATRIX_NV              =$8641
#GL_VERTEX_PROGRAM_POINT_SIZE_NV   =$8642
#GL_VERTEX_PROGRAM_TWO_SIDE_NV     =$8643
#GL_PROGRAM_PARAMETER_NV           =$8644
#GL_ATTRIB_ARRAY_POINTER_NV        =$8645
#GL_PROGRAM_TARGET_NV              =$8646
#GL_PROGRAM_RESIDENT_NV            =$8647
#GL_TRACK_MATRIX_NV                =$8648
#GL_TRACK_MATRIX_TRANSFORM_NV      =$8649
#GL_VERTEX_PROGRAM_BINDING_NV      =$864A
#GL_PROGRAM_ERROR_POSITION_NV      =$864B
#GL_VERTEX_ATTRIB_ARRAY0_NV        =$8650
#GL_VERTEX_ATTRIB_ARRAY1_NV        =$8651
#GL_VERTEX_ATTRIB_ARRAY2_NV        =$8652
#GL_VERTEX_ATTRIB_ARRAY3_NV        =$8653
#GL_VERTEX_ATTRIB_ARRAY4_NV        =$8654
#GL_VERTEX_ATTRIB_ARRAY5_NV        =$8655
#GL_VERTEX_ATTRIB_ARRAY6_NV        =$8656
#GL_VERTEX_ATTRIB_ARRAY7_NV        =$8657
#GL_VERTEX_ATTRIB_ARRAY8_NV        =$8658
#GL_VERTEX_ATTRIB_ARRAY9_NV        =$8659
#GL_VERTEX_ATTRIB_ARRAY10_NV       =$865A
#GL_VERTEX_ATTRIB_ARRAY11_NV       =$865B
#GL_VERTEX_ATTRIB_ARRAY12_NV       =$865C
#GL_VERTEX_ATTRIB_ARRAY13_NV       =$865D
#GL_VERTEX_ATTRIB_ARRAY14_NV       =$865E
#GL_VERTEX_ATTRIB_ARRAY15_NV       =$865F
#GL_MAP1_VERTEX_ATTRIB0_4_NV       =$8660
#GL_MAP1_VERTEX_ATTRIB1_4_NV       =$8661
#GL_MAP1_VERTEX_ATTRIB2_4_NV       =$8662
#GL_MAP1_VERTEX_ATTRIB3_4_NV       =$8663
#GL_MAP1_VERTEX_ATTRIB4_4_NV       =$8664
#GL_MAP1_VERTEX_ATTRIB5_4_NV       =$8665
#GL_MAP1_VERTEX_ATTRIB6_4_NV       =$8666
#GL_MAP1_VERTEX_ATTRIB7_4_NV       =$8667
#GL_MAP1_VERTEX_ATTRIB8_4_NV       =$8668
#GL_MAP1_VERTEX_ATTRIB9_4_NV       =$8669
#GL_MAP1_VERTEX_ATTRIB10_4_NV      =$866A
#GL_MAP1_VERTEX_ATTRIB11_4_NV      =$866B
#GL_MAP1_VERTEX_ATTRIB12_4_NV      =$866C
#GL_MAP1_VERTEX_ATTRIB13_4_NV      =$866D
#GL_MAP1_VERTEX_ATTRIB14_4_NV      =$866E
#GL_MAP1_VERTEX_ATTRIB15_4_NV      =$866F
#GL_MAP2_VERTEX_ATTRIB0_4_NV       =$8670
#GL_MAP2_VERTEX_ATTRIB1_4_NV       =$8671
#GL_MAP2_VERTEX_ATTRIB2_4_NV       =$8672
#GL_MAP2_VERTEX_ATTRIB3_4_NV       =$8673
#GL_MAP2_VERTEX_ATTRIB4_4_NV       =$8674
#GL_MAP2_VERTEX_ATTRIB5_4_NV       =$8675
#GL_MAP2_VERTEX_ATTRIB6_4_NV       =$8676
#GL_MAP2_VERTEX_ATTRIB7_4_NV       =$8677
#GL_MAP2_VERTEX_ATTRIB8_4_NV       =$8678
#GL_MAP2_VERTEX_ATTRIB9_4_NV       =$8679
#GL_MAP2_VERTEX_ATTRIB10_4_NV      =$867A
#GL_MAP2_VERTEX_ATTRIB11_4_NV      =$867B
#GL_MAP2_VERTEX_ATTRIB12_4_NV      =$867C
#GL_MAP2_VERTEX_ATTRIB13_4_NV      =$867D
#GL_MAP2_VERTEX_ATTRIB14_4_NV      =$867E
#GL_MAP2_VERTEX_ATTRIB15_4_NV      =$867F


; Vars For GL_SGIX_texture_coordinate_clamp
#GL_TEXTURE_MAX_CLAMP_S_SGIX       =$8369
#GL_TEXTURE_MAX_CLAMP_T_SGIX       =$836A
#GL_TEXTURE_MAX_CLAMP_R_SGIX       =$836B


; Vars For GL_SGIX_scalebias_hint
#GL_SCALEBIAS_HINT_SGIX            =$8322


; Vars For GL_OML_interlace
#GL_INTERLACE_OML                  =$8980
#GL_INTERLACE_READ_OML             =$8981


; Vars For GL_OML_subsample
#GL_FORMAT_SUBSAMPLE_24_24_OML     =$8982
#GL_FORMAT_SUBSAMPLE_244_244_OML   =$8983


; Vars For GL_OML_resample
#GL_PACK_RESAMPLE_OML              =$8984
#GL_UNPACK_RESAMPLE_OML            =$8985
#GL_RESAMPLE_REPLICATE_OML         =$8986
#GL_RESAMPLE_ZERO_FILL_OML         =$8987
#GL_RESAMPLE_AVERAGE_OML           =$8988
#GL_RESAMPLE_DECIMATE_OML          =$8989


; Vars For GL_NV_copy_depth_to_color
#GL_DEPTH_STENCIL_TO_RGBA_NV       =$886E
#GL_DEPTH_STENCIL_TO_BGRA_NV       =$886F


; Vars For GL_ATI_envmap_bumpmap
#GL_BUMP_ROT_MATRIX_ATI            =$8775
#GL_BUMP_ROT_MATRIX_SIZE_ATI       =$8776
#GL_BUMP_NUM_TEX_UNITS_ATI         =$8777
#GL_BUMP_TEX_UNITS_ATI             =$8778
#GL_DUDV_ATI                       =$8779
#GL_DU8DV8_ATI                     =$877A
#GL_BUMP_ENVMAP_ATI                =$877B
#GL_BUMP_TARGET_ATI                =$877C


; Vars For GL_ATI_fragment_shader
#GL_FRAGMENT_SHADER_ATI            =$8920
#GL_REG_0_ATI                      =$8921
#GL_REG_1_ATI                      =$8922
#GL_REG_2_ATI                      =$8923
#GL_REG_3_ATI                      =$8924
#GL_REG_4_ATI                      =$8925
#GL_REG_5_ATI                      =$8926
#GL_REG_6_ATI                      =$8927
#GL_REG_7_ATI                      =$8928
#GL_REG_8_ATI                      =$8929
#GL_REG_9_ATI                      =$892A
#GL_REG_10_ATI                     =$892B
#GL_REG_11_ATI                     =$892C
#GL_REG_12_ATI                     =$892D
#GL_REG_13_ATI                     =$892E
#GL_REG_14_ATI                     =$892F
#GL_REG_15_ATI                     =$8930
#GL_REG_16_ATI                     =$8931
#GL_REG_17_ATI                     =$8932
#GL_REG_18_ATI                     =$8933
#GL_REG_19_ATI                     =$8934
#GL_REG_20_ATI                     =$8935
#GL_REG_21_ATI                     =$8936
#GL_REG_22_ATI                     =$8937
#GL_REG_23_ATI                     =$8938
#GL_REG_24_ATI                     =$8939
#GL_REG_25_ATI                     =$893A
#GL_REG_26_ATI                     =$893B
#GL_REG_27_ATI                     =$893C
#GL_REG_28_ATI                     =$893D
#GL_REG_29_ATI                     =$893E
#GL_REG_30_ATI                     =$893F
#GL_REG_31_ATI                     =$8940
#GL_CON_0_ATI                      =$8941
#GL_CON_1_ATI                      =$8942
#GL_CON_2_ATI                      =$8943
#GL_CON_3_ATI                      =$8944
#GL_CON_4_ATI                      =$8945
#GL_CON_5_ATI                      =$8946
#GL_CON_6_ATI                      =$8947
#GL_CON_7_ATI                      =$8948
#GL_CON_8_ATI                      =$8949
#GL_CON_9_ATI                      =$894A
#GL_CON_10_ATI                     =$894B
#GL_CON_11_ATI                     =$894C
#GL_CON_12_ATI                     =$894D
#GL_CON_13_ATI                     =$894E
#GL_CON_14_ATI                     =$894F
#GL_CON_15_ATI                     =$8950
#GL_CON_16_ATI                     =$8951
#GL_CON_17_ATI                     =$8952
#GL_CON_18_ATI                     =$8953
#GL_CON_19_ATI                     =$8954
#GL_CON_20_ATI                     =$8955
#GL_CON_21_ATI                     =$8956
#GL_CON_22_ATI                     =$8957
#GL_CON_23_ATI                     =$8958
#GL_CON_24_ATI                     =$8959
#GL_CON_25_ATI                     =$895A
#GL_CON_26_ATI                     =$895B
#GL_CON_27_ATI                     =$895C
#GL_CON_28_ATI                     =$895D
#GL_CON_29_ATI                     =$895E
#GL_CON_30_ATI                     =$895F
#GL_CON_31_ATI                     =$8960
#GL_MOV_ATI                        =$8961
#GL_ADD_ATI                        =$8963
#GL_MUL_ATI                        =$8964
#GL_SUB_ATI                        =$8965
#GL_DOT3_ATI                       =$8966
#GL_DOT4_ATI                       =$8967
#GL_MAD_ATI                        =$8968
#GL_LERP_ATI                       =$8969
#GL_CND_ATI                        =$896A
#GL_CND0_ATI                       =$896B
#GL_DOT2_ADD_ATI                   =$896C
#GL_SECONDARY_INTERPOLATOR_ATI     =$896D
#GL_NUM_FRAGMENT_REGISTERS_ATI     =$896E
#GL_NUM_FRAGMENT_CONSTANTS_ATI     =$896F
#GL_NUM_PASSES_ATI                 =$8970
#GL_NUM_INSTRUCTIONS_PER_PASS_ATI  =$8971
#GL_NUM_INSTRUCTIONS_TOTAL_ATI     =$8972
#GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI =$8973
#GL_NUM_LOOPBACK_COMPONENTS_ATI    =$8974
#GL_COLOR_ALPHA_PAIRING_ATI        =$8975
#GL_SWIZZLE_STR_ATI                =$8976
#GL_SWIZZLE_STQ_ATI                =$8977
#GL_SWIZZLE_STR_DR_ATI             =$8978
#GL_SWIZZLE_STQ_DQ_ATI             =$8979
#GL_SWIZZLE_STRQ_ATI               =$897A
#GL_SWIZZLE_STRQ_DQ_ATI            =$897B
#GL_RED_BIT_ATI                    =$00000001
#GL_GREEN_BIT_ATI                  =$00000002
#GL_BLUE_BIT_ATI                   =$00000004
#GL_2X_BIT_ATI                     =$00000001
#GL_4X_BIT_ATI                     =$00000002
#GL_8X_BIT_ATI                     =$00000004
#GL_HALF_BIT_ATI                   =$00000008
#GL_QUARTER_BIT_ATI                =$00000010
#GL_EIGHTH_BIT_ATI                 =$00000020
#GL_SATURATE_BIT_ATI               =$00000040
#GL_COMP_BIT_ATI                   =$00000002
#GL_NEGATE_BIT_ATI                 =$00000004
#GL_BIAS_BIT_ATI                   =$00000008


; Vars For GL_ATI_pn_triangles
#GL_PN_TRIANGLES_ATI               =$87F0
#GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI =$87F1
#GL_PN_TRIANGLES_POINT_MODE_ATI    =$87F2
#GL_PN_TRIANGLES_NORMAL_MODE_ATI   =$87F3
#GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI =$87F4
#GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI =$87F5
#GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI =$87F6
#GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI =$87F7
#GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI =$87F8


; Vars For GL_ATI_vertex_array_object
#GL_STATIC_ATI                     =$8760
#GL_DYNAMIC_ATI                    =$8761
#GL_PRESERVE_ATI                   =$8762
#GL_DISCARD_ATI                    =$8763
#GL_OBJECT_BUFFER_SIZE_ATI         =$8764
#GL_OBJECT_BUFFER_USAGE_ATI        =$8765
#GL_ARRAY_OBJECT_BUFFER_ATI        =$8766
#GL_ARRAY_OBJECT_OFFSET_ATI        =$8767


; Vars For GL_EXT_vertex_shader
#GL_VERTEX_SHADER_EXT              =$8780
#GL_VERTEX_SHADER_BINDING_EXT      =$8781
#GL_OP_INDEX_EXT                   =$8782
#GL_OP_NEGATE_EXT                  =$8783
#GL_OP_DOT3_EXT                    =$8784
#GL_OP_DOT4_EXT                    =$8785
#GL_OP_MUL_EXT                     =$8786
#GL_OP_ADD_EXT                     =$8787
#GL_OP_MADD_EXT                    =$8788
#GL_OP_FRAC_EXT                    =$8789
#GL_OP_MAX_EXT                     =$878A
#GL_OP_MIN_EXT                     =$878B
#GL_OP_SET_GE_EXT                  =$878C
#GL_OP_SET_LT_EXT                  =$878D
#GL_OP_CLAMP_EXT                   =$878E
#GL_OP_FLOOR_EXT                   =$878F
#GL_OP_ROUND_EXT                   =$8790
#GL_OP_EXP_BASE_2_EXT              =$8791
#GL_OP_LOG_BASE_2_EXT              =$8792
#GL_OP_POWER_EXT                   =$8793
#GL_OP_RECIP_EXT                   =$8794
#GL_OP_RECIP_SQRT_EXT              =$8795
#GL_OP_SUB_EXT                     =$8796
#GL_OP_CROSS_PRODUCT_EXT           =$8797
#GL_OP_MULTIPLY_MATRIX_EXT         =$8798
#GL_OP_MOV_EXT                     =$8799
#GL_OUTPUT_VERTEX_EXT              =$879A
#GL_OUTPUT_COLOR0_EXT              =$879B
#GL_OUTPUT_COLOR1_EXT              =$879C
#GL_OUTPUT_TEXTURE_COORD0_EXT      =$879D
#GL_OUTPUT_TEXTURE_COORD1_EXT      =$879E
#GL_OUTPUT_TEXTURE_COORD2_EXT      =$879F
#GL_OUTPUT_TEXTURE_COORD3_EXT      =$87A0
#GL_OUTPUT_TEXTURE_COORD4_EXT      =$87A1
#GL_OUTPUT_TEXTURE_COORD5_EXT      =$87A2
#GL_OUTPUT_TEXTURE_COORD6_EXT      =$87A3
#GL_OUTPUT_TEXTURE_COORD7_EXT      =$87A4
#GL_OUTPUT_TEXTURE_COORD8_EXT      =$87A5
#GL_OUTPUT_TEXTURE_COORD9_EXT      =$87A6
#GL_OUTPUT_TEXTURE_COORD10_EXT     =$87A7
#GL_OUTPUT_TEXTURE_COORD11_EXT     =$87A8
#GL_OUTPUT_TEXTURE_COORD12_EXT     =$87A9
#GL_OUTPUT_TEXTURE_COORD13_EXT     =$87AA
#GL_OUTPUT_TEXTURE_COORD14_EXT     =$87AB
#GL_OUTPUT_TEXTURE_COORD15_EXT     =$87AC
#GL_OUTPUT_TEXTURE_COORD16_EXT     =$87AD
#GL_OUTPUT_TEXTURE_COORD17_EXT     =$87AE
#GL_OUTPUT_TEXTURE_COORD18_EXT     =$87AF
#GL_OUTPUT_TEXTURE_COORD19_EXT     =$87B0
#GL_OUTPUT_TEXTURE_COORD20_EXT     =$87B1
#GL_OUTPUT_TEXTURE_COORD21_EXT     =$87B2
#GL_OUTPUT_TEXTURE_COORD22_EXT     =$87B3
#GL_OUTPUT_TEXTURE_COORD23_EXT     =$87B4
#GL_OUTPUT_TEXTURE_COORD24_EXT     =$87B5
#GL_OUTPUT_TEXTURE_COORD25_EXT     =$87B6
#GL_OUTPUT_TEXTURE_COORD26_EXT     =$87B7
#GL_OUTPUT_TEXTURE_COORD27_EXT     =$87B8
#GL_OUTPUT_TEXTURE_COORD28_EXT     =$87B9
#GL_OUTPUT_TEXTURE_COORD29_EXT     =$87BA
#GL_OUTPUT_TEXTURE_COORD30_EXT     =$87BB
#GL_OUTPUT_TEXTURE_COORD31_EXT     =$87BC
#GL_OUTPUT_FOG_EXT                 =$87BD
#GL_SCALAR_EXT                     =$87BE
#GL_VECTOR_EXT                     =$87BF
#GL_MATRIX_EXT                     =$87C0
#GL_VARIANT_EXT                    =$87C1
#GL_INVARIANT_EXT                  =$87C2
#GL_LOCAL_CONSTANT_EXT             =$87C3
#GL_LOCAL_EXT                      =$87C4
#GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT =$87C5
#GL_MAX_VERTEX_SHADER_VARIANTS_EXT =$87C6
#GL_MAX_VERTEX_SHADER_INVARIANTS_EXT =$87C7
#GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT =$87C8
#GL_MAX_VERTEX_SHADER_LOCALS_EXT   =$87C9
#GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT =$87CA
#GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT =$87CB
#GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT =$87CC
#GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT =$87CD
#GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT =$87CE
#GL_VERTEX_SHADER_INSTRUCTIONS_EXT =$87CF
#GL_VERTEX_SHADER_VARIANTS_EXT     =$87D0
#GL_VERTEX_SHADER_INVARIANTS_EXT   =$87D1
#GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT =$87D2
#GL_VERTEX_SHADER_LOCALS_EXT       =$87D3
#GL_VERTEX_SHADER_OPTIMIZED_EXT    =$87D4
#GL_X_EXT                          =$87D5
#GL_Y_EXT                          =$87D6
#GL_Z_EXT                          =$87D7
#GL_W_EXT                          =$87D8
#GL_NEGATIVE_X_EXT                 =$87D9
#GL_NEGATIVE_Y_EXT                 =$87DA
#GL_NEGATIVE_Z_EXT                 =$87DB
#GL_NEGATIVE_W_EXT                 =$87DC
#GL_ZERO_EXT                       =$87DD
#GL_ONE_EXT                        =$87DE
#GL_NEGATIVE_ONE_EXT               =$87DF
#GL_NORMALIZED_RANGE_EXT           =$87E0
#GL_FULL_RANGE_EXT                 =$87E1
#GL_CURRENT_VERTEX_EXT             =$87E2
#GL_MVP_MATRIX_EXT                 =$87E3
#GL_VARIANT_VALUE_EXT              =$87E4
#GL_VARIANT_DATATYPE_EXT           =$87E5
#GL_VARIANT_ARRAY_STRIDE_EXT       =$87E6
#GL_VARIANT_ARRAY_TYPE_EXT         =$87E7
#GL_VARIANT_ARRAY_EXT              =$87E8
#GL_VARIANT_ARRAY_POINTER_EXT      =$87E9
#GL_INVARIANT_VALUE_EXT            =$87EA
#GL_INVARIANT_DATATYPE_EXT         =$87EB
#GL_LOCAL_CONSTANT_VALUE_EXT       =$87EC
#GL_LOCAL_CONSTANT_DATATYPE_EXT    =$87ED


; Vars For GL_ATI_vertex_streams
#GL_MAX_VERTEX_STREAMS_ATI         =$876B
#GL_VERTEX_STREAM0_ATI             =$876C
#GL_VERTEX_STREAM1_ATI             =$876D
#GL_VERTEX_STREAM2_ATI             =$876E
#GL_VERTEX_STREAM3_ATI             =$876F
#GL_VERTEX_STREAM4_ATI             =$8770
#GL_VERTEX_STREAM5_ATI             =$8771
#GL_VERTEX_STREAM6_ATI             =$8772
#GL_VERTEX_STREAM7_ATI             =$8773
#GL_VERTEX_SOURCE_ATI              =$8774


; Vars For GL_ATI_element_array
#GL_ELEMENT_ARRAY_ATI              =$8768
#GL_ELEMENT_ARRAY_TYPE_ATI         =$8769
#GL_ELEMENT_ARRAY_POINTER_ATI      =$876A


; Vars For GL_SUN_mesh_array
#GL_QUAD_MESH_SUN                  =$8614
#GL_TRIANGLE_MESH_SUN              =$8615


; Vars For GL_SUN_slice_accum
#GL_SLICE_ACCUM_SUN                =$85CC


; Vars For GL_NV_multisample_filter_hint
#GL_MULTISAMPLE_FILTER_HINT_NV     =$8534


; Vars For GL_NV_depth_clamp
#GL_DEPTH_CLAMP_NV                 =$864F


; Vars For GL_NV_occlusion_query
#GL_PIXEL_COUNTER_BITS_NV          =$8864
#GL_CURRENT_OCCLUSION_QUERY_ID_NV  =$8865
#GL_PIXEL_COUNT_NV                 =$8866
#GL_PIXEL_COUNT_AVAILABLE_NV       =$8867


; Vars For GL_NV_point_sprite
#GL_POINT_SPRITE_NV                =$8861
#GL_COORD_REPLACE_NV               =$8862
#GL_POINT_SPRITE_R_MODE_NV         =$8863


; Vars For GL_NV_texture_shader3
#GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV =$8850
#GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV =$8851
#GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV =$8852
#GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV =$8853
#GL_OFFSET_HILO_TEXTURE_2D_NV      =$8854
#GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV =$8855
#GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV =$8856
#GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV =$8857
#GL_DEPENDENT_HILO_TEXTURE_2D_NV   =$8858
#GL_DEPENDENT_RGB_TEXTURE_3D_NV    =$8859
#GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV =$885A
#GL_DOT_PRODUCT_PASS_THROUGH_NV    =$885B
#GL_DOT_PRODUCT_TEXTURE_1D_NV      =$885C
#GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV =$885D
#GL_HILO8_NV                       =$885E
#GL_SIGNED_HILO8_NV                =$885F
#GL_FORCE_BLUE_TO_ONE_NV           =$8860


; Vars For GL_NV_vertex_program1_1


; Vars For GL_EXT_shadow_funcs


; Vars For GL_EXT_stencil_two_side
#GL_STENCIL_TEST_TWO_SIDE_EXT      =$8910
#GL_ACTIVE_STENCIL_FACE_EXT        =$8911


; Vars For GL_ATI_text_fragment_shader
#GL_TEXT_FRAGMENT_SHADER_ATI       =$8200


; Vars For GL_APPLE_client_storage
#GL_UNPACK_CLIENT_STORAGE_APPLE    =$85B2


; Vars For GL_APPLE_element_array
#GL_ELEMENT_ARRAY_APPLE            =$8768
#GL_ELEMENT_ARRAY_TYPE_APPLE       =$8769
#GL_ELEMENT_ARRAY_POINTER_APPLE    =$876A


; Vars For GL_APPLE_fence
#GL_DRAW_PIXELS_APPLE              =$8A0A
#GL_FENCE_APPLE                    =$8A0B


; Vars For GL_APPLE_vertex_array_object
#GL_VERTEX_ARRAY_BINDING_APPLE     =$85B5


; Vars For GL_APPLE_vertex_array_range
#GL_VERTEX_ARRAY_RANGE_APPLE       =$851D
#GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE =$851E
#GL_VERTEX_ARRAY_STORAGE_HINT_APPLE =$851F
#GL_VERTEX_ARRAY_RANGE_POINTER_APPLE =$8521
#GL_STORAGE_CACHED_APPLE           =$85BE
#GL_STORAGE_SHARED_APPLE           =$85BF


; Vars For GL_APPLE_ycbcr_422
#GL_YCBCR_422_APPLE                =$85B9
#GL_UNSIGNED_SHORT_8_8_APPLE       =$85BA
#GL_UNSIGNED_SHORT_8_8_REV_APPLE   =$85BB


; Vars For GL_S3_s3tc
#GL_RGB_S3TC                       =$83A0
#GL_RGB4_S3TC                      =$83A1
#GL_RGBA_S3TC                      =$83A2
#GL_RGBA4_S3TC                     =$83A3


; Vars For GL_ATI_draw_buffers
#GL_MAX_DRAW_BUFFERS_ATI           =$8824
#GL_DRAW_BUFFER0_ATI               =$8825
#GL_DRAW_BUFFER1_ATI               =$8826
#GL_DRAW_BUFFER2_ATI               =$8827
#GL_DRAW_BUFFER3_ATI               =$8828
#GL_DRAW_BUFFER4_ATI               =$8829
#GL_DRAW_BUFFER5_ATI               =$882A
#GL_DRAW_BUFFER6_ATI               =$882B
#GL_DRAW_BUFFER7_ATI               =$882C
#GL_DRAW_BUFFER8_ATI               =$882D
#GL_DRAW_BUFFER9_ATI               =$882E
#GL_DRAW_BUFFER10_ATI              =$882F
#GL_DRAW_BUFFER11_ATI              =$8830
#GL_DRAW_BUFFER12_ATI              =$8831
#GL_DRAW_BUFFER13_ATI              =$8832
#GL_DRAW_BUFFER14_ATI              =$8833
#GL_DRAW_BUFFER15_ATI              =$8834


; Vars For GL_ATI_texture_env_combine3
#GL_MODULATE_ADD_ATI               =$8744
#GL_MODULATE_SIGNED_ADD_ATI        =$8745
#GL_MODULATE_SUBTRACT_ATI          =$8746


; Vars For GL_ATI_texture_float
#GL_RGBA_FLOAT32_ATI               =$8814
#GL_RGB_FLOAT32_ATI                =$8815
#GL_ALPHA_FLOAT32_ATI              =$8816
#GL_INTENSITY_FLOAT32_ATI          =$8817
#GL_LUMINANCE_FLOAT32_ATI          =$8818
#GL_LUMINANCE_ALPHA_FLOAT32_ATI    =$8819
#GL_RGBA_FLOAT16_ATI               =$881A
#GL_RGB_FLOAT16_ATI                =$881B
#GL_ALPHA_FLOAT16_ATI              =$881C
#GL_INTENSITY_FLOAT16_ATI          =$881D
#GL_LUMINANCE_FLOAT16_ATI          =$881E
#GL_LUMINANCE_ALPHA_FLOAT16_ATI    =$881F


; Vars For GL_NV_float_buffer
#GL_FLOAT_R_NV                     =$8880
#GL_FLOAT_RG_NV                    =$8881
#GL_FLOAT_RGB_NV                   =$8882
#GL_FLOAT_RGBA_NV                  =$8883
#GL_FLOAT_R16_NV                   =$8884
#GL_FLOAT_R32_NV                   =$8885
#GL_FLOAT_RG16_NV                  =$8886
#GL_FLOAT_RG32_NV                  =$8887
#GL_FLOAT_RGB16_NV                 =$8888
#GL_FLOAT_RGB32_NV                 =$8889
#GL_FLOAT_RGBA16_NV                =$888A
#GL_FLOAT_RGBA32_NV                =$888B
#GL_TEXTURE_FLOAT_COMPONENTS_NV    =$888C
#GL_FLOAT_CLEAR_COLOR_VALUE_NV     =$888D
#GL_FLOAT_RGBA_MODE_NV             =$888E


; Vars For GL_NV_fragment_program
#GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV =$8868
#GL_FRAGMENT_PROGRAM_NV            =$8870
#GL_MAX_TEXTURE_COORDS_NV          =$8871
#GL_MAX_TEXTURE_IMAGE_UNITS_NV     =$8872
#GL_FRAGMENT_PROGRAM_BINDING_NV    =$8873
#GL_PROGRAM_ERROR_STRING_NV        =$8874


; Vars For GL_NV_half_float
#GL_HALF_FLOAT_NV                  =$140B


; Vars For GL_NV_pixel_data_range
#GL_WRITE_PIXEL_DATA_RANGE_NV      =$8878
#GL_READ_PIXEL_DATA_RANGE_NV       =$8879
#GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV =$887A
#GL_READ_PIXEL_DATA_RANGE_LENGTH_NV =$887B
#GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV =$887C
#GL_READ_PIXEL_DATA_RANGE_POINTER_NV =$887D


; Vars For GL_NV_primitive_restart
#GL_PRIMITIVE_RESTART_NV           =$8558
#GL_PRIMITIVE_RESTART_INDEX_NV     =$8559


; Vars For GL_NV_texture_expand_normal
#GL_TEXTURE_UNSIGNED_REMAP_MODE_NV =$888F


; Vars For GL_NV_vertex_program2


; Vars For GL_ATI_map_object_buffer


; Vars For GL_ATI_separate_stencil
#GL_STENCIL_BACK_FUNC_ATI          =$8800
#GL_STENCIL_BACK_FAIL_ATI          =$8801
#GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI =$8802
#GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI =$8803


; Vars For GL_ATI_vertex_attrib_array_object


; Vars For GL_EXT_depth_bounds_test
#GL_DEPTH_BOUNDS_TEST_EXT          =$8890
#GL_DEPTH_BOUNDS_EXT               =$8891


; Vars For GL_EXT_texture_mirror_clamp
#GL_MIRROR_CLAMP_EXT               =$8742
#GL_MIRROR_CLAMP_TO_EDGE_EXT       =$8743
#GL_MIRROR_CLAMP_TO_BORDER_EXT     =$8912


; Vars For GL_EXT_blend_equation_separate
#GL_BLEND_EQUATION_RGB_EXT         =#GL_BLEND_EQUATION
#GL_BLEND_EQUATION_ALPHA_EXT       =$883D


; Vars For GL_MESA_pack_invert
#GL_PACK_INVERT_MESA               =$8758


; Vars For GL_MESA_ycbcr_texture
#GL_UNSIGNED_SHORT_8_8_MESA        =$85BA
#GL_UNSIGNED_SHORT_8_8_REV_MESA    =$85BB
#GL_YCBCR_MESA                     =$8757
; ************************************************************
;*********************************************************************************************
Import "Opengl32.lib"
   glAccum(a.l,b.f)
   glAlphaFunc(a.l,b.f)
   glAreTexturesResident(a.l,b.l,c.l)
   glArrayElement(a.l)
   glBegin(a.l)
   glBindTexture(a.l,b.l)
   glBitmap(a.l,b.l,c.f,d.f,e.f,f.f,g.l)
   glBlendFunc(a.l,b.l)
   glCallList(a.l)
   glCallLists(a.l,b.l,c.s)
   glClear(a.l)
   glClearAccum(a.f,b.f,c.f,d.f)
   glClearColor(a.f,b.f,c.f,d.f)
   glClearDepth(a.d)
   glClearIndex(a.f)
   glClearStencil(a.l)
   glClipPlane(a.l,b.l)
   glColor3b(a.b,b.b,c.b)
   glColor3bv(a.l)
   glColor3d(a.d,b.d,c.d)
   glColor3dv(a.l)
   glColor3f(a.f,b.f,c.f)
   glColor3fv(a.l)
   glColor3i(a.l,b.l,c.l)
   glColor3iv(a.l)
   glColor3s(a.w,b.w,c.w)
   glColor3sv(a.l)
   glColor3ub(a.c,b.c,c.c)
   glColor3ubv(a.l)
   glColor3ui(a.l,b.l,c.l)
   glColor3uiv(a.l)
   glColor3us(a.w,b.w,c.w)
   glColor3usv(a.l)
   glColor4b(a.b,b.b,c.b,d.b)
   glColor4bv(a.l)
   glColor4d(a.d,b.d,c.d,d.d)
   glColor4dv(a.l)
   glColor4f(a.f,b.f,c.f,d.f)
   glColor4fv(a.l)
   glColor4i(a.l,b.l,c.l,d.l)
   glColor4iv(a.l)
   glColor4s(a.w,b.w,c.w,d.w)
   glColor4sv(a.l)
   glColor4ub(a.c,b.c,c.c,d.c)
   glColor4ubv(a.l)
   glColor4ui(a.l,b.l,c.l,d.l)
   glColor4uiv(a.l)
   glColor4us(a.w,b.w,c.w,d.w)
   glColor4usv(a.l)
   glColorMask(a.c,b.c,c.c,d.c)
   glColorMaterial(a.l,b.l)
   glColorPointer(a.l,b.l,c.l,d.l)
   glCopyPixels(a.l,b.l,c.l,d.l,e.l)
   glCopyTexImage1D(a.l,b.l,c.l,d.l,e.l,f.l,g.l)
   glCopyTexImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l)
   glCopyTexSubImage1D(a.l,b.l,c.l,d.l,e.l,f.l)
   glCopyTexSubImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l)
   glCullFace(a.l)
   glDeleteLists(a.l,b.l)
   glDeleteTextures(a.l,b.l)
   glDepthFunc(a.l)
   glDepthMask(a.c)
   glDepthRange(a.d,b.d)
   glDisable(a.l)
   glDisableClientState(a.l)
   glDrawArrays(a.l,b.l,c.l)
   glDrawBuffer(a.l)
   glDrawElements(a.l,b.l,c.l,d.l)
   glDrawPixels(a.l,b.l,c.l,d.l,e.l)
   glEdgeFlag(a.c)
   glEdgeFlagPointer(a.l,b.l)
   glEdgeFlagv(a.l)
   glEnable(a.l)
   glEnableClientState(a.l)
   glEnd()
   glEndList()
   glEvalCoord1d(a.d)
   glEvalCoord1dv(a.l)
   glEvalCoord1f(a.f)
   glEvalCoord1fv(a.l)
   glEvalCoord2d(a.d,b.d)
   glEvalCoord2dv(a.l)
   glEvalCoord2f(a.f,b.f)
   glEvalCoord2fv(a.l)
   glEvalMesh1(a.l,b.l,c.l)
   glEvalMesh2(a.l,b.l,c.l,d.l,e.l)
   glEvalPoint1(a.l)
   glEvalPoint2(a.l,b.l)
   glFeedbackBuffer(a.l,b.l,c.l)
   glFinish()
   glFlush()
   glFogf(a.l,b.f)
   glFogfv(a.l,b.l)
   glFogi(a.l,b.l)
   glFogiv(a.l,b.l)
   glFrontFace(a.l)
   glFrustum(a.d,b.d,c.d,d.d,e.d,f.d)
   glGenLists(a.l)
   glGenTextures(a.l,b.l)
   glGetBooleanv(a.l,b.l)
   glGetClipPlane(a.l,b.l)
   glGetDoublev(a.l,b.l)
   glGetError()
   glGetFloatv(a.l,b.l)
   glGetIntegerv(a.l,b.l)
   glGetLightfv(a.l,b.l,c.l)
   glGetLightiv(a.l,b.l,c.l)
   glGetMapdv(a.l,b.l,c.l)
   glGetMapfv(a.l,b.l,c.l)
   glGetMapiv(a.l,b.l,c.l)
   glGetMaterialfv(a.l,b.l,c.l)
   glGetMaterialiv(a.l,b.l,c.l)
   glGetPixelMapfv(a.l,b.l)
   glGetPixelMapuiv(a.l,b.l)
   glGetPixelMapusv(a.l,b.l)
   glGetPointerv(a.l,b.l)
   glGetPolygonStipple(a.l)
   glGetString(a.l)
   glGetTexEnvfv(a.l,b.l,c.l)
   glGetTexEnviv(a.l,b.l,c.l)
   glGetTexGendv(a.l,b.l,c.l)
   glGetTexGenfv(a.l,b.l,c.l)
   glGetTexGeniv(a.l,b.l,c.l)
   glGetTexImage(a.l,b.l,c.l,d.l,e.l)
   glGetTexLevelParameterfv(a.l,b.l,c.l,d.l)
   glGetTexLevelParameteriv(a.l,b.l,c.l,d.l)
   glGetTexParameterfv(a.l,b.l,c.l)
   glGetTexParameteriv(a.l,b.l,c.l)
   glHint(a.l,b.l)
   glIndexMask(a.l)
   glIndexPointer(a.l,b.l,c.l)
   glIndexd(a.d)
   glIndexdv(a.l)
   glIndexf(a.f)
   glIndexfv(a.l)
   glIndexi(a.l)
   glIndexiv(a.l)
   glIndexs(a.w)
   glIndexsv(a.l)
   glIndexub(a.c)
   glIndexubv(a.l)
   glInitNames()
   glInterleavedArrays(a.l,b.l,c.l)
   glIsEnabled(a.l)
   glIsList(a.l)
   glIsTexture(a.l)
   glLightModelf(a.l,b.f)
   glLightModelfv(a.l,b.l)
   glLightModeli(a.l,b.l)
   glLightModeliv(a.l,b.l)
   glLightf(a.l,b.l,c.f)
   glLightfv(a.l,b.l,c.l)
   glLighti(a.l,b.l,c.l)
   glLightiv(a.l,b.l,c.l)
   glLineStipple(a.l,b.w)
   glLineWidth(a.f)
   glListBase(a.l)
   glLoadIdentity()
   glLoadMatrixd(a.l)
   glLoadMatrixf(a.l)
   glLoadName(a.l)
   glLogicOp(a.l)
   glMap1d(a.l,b.d,c.d,d.l,e.l,f.l)
   glMap1f(a.l,b.f,c.f,d.l,e.l,f.l)
   glMap2d(a.l,b.d,c.d,d.l,e.l,f.d,g.d,h.l,i.l,j.l)
   glMap2f(a.l,b.f,c.f,d.l,e.l,f.f,g.f,h.l,i.l,j.l)
   glMapGrid1d(a.l,b.d,c.d)
   glMapGrid1f(a.l,b.f,c.f)
   glMapGrid2d(a.l,b.d,c.d,d.l,e.d,f.d)
   glMapGrid2f(a.l,b.f,c.f,d.l,e.f,f.f)
   glMaterialf(a.l,b.l,c.f)
   glMaterialfv(a.l,b.l,c.l)
   glMateriali(a.l,b.l,c.l)
   glMaterialiv(a.l,b.l,c.l)
   glMatrixMode(a.l)
   glMultMatrixd(a.l)
   glMultMatrixf(a.l)
   glNewList(a.l,b.l)
   glNormal3b(a.b,b.b,c.b)
   glNormal3bv(a.l)
   glNormal3d(a.d,b.d,c.d)
   glNormal3dv(a.l)
   glNormal3f(a.f,b.f,c.f)
   glNormal3fv(a.l)
   glNormal3i(a.l,b.l,c.l)
   glNormal3iv(a.l)
   glNormal3s(a.w,b.w,c.w)
   glNormal3sv(a.l)
   glNormalPointer(a.l,b.l,c.l)
   glOrtho(a.d,b.d,c.d,d.d,e.d,f.d)
   glPassThrough(a.f)
   glPixelMapfv(a.l,b.l,c.l)
   glPixelMapuiv(a.l,b.l,c.l)
   glPixelMapusv(a.l,b.l,c.l)
   glPixelStoref(a.l,b.f)
   glPixelStorei(a.l,b.l)
   glPixelTransferf(a.l,b.f)
   glPixelTransferi(a.l,b.l)
   glPixelZoom(a.f,b.f)
   glPointSize(a.f)
   glPolygonMode(a.l,b.l)
   glPolygonOffset(a.f,b.f)
   glPolygonStipple(a.l)
   glPopAttrib()
   glPopClientAttrib()
   glPopMatrix()
   glPopName()
   glPrioritizeTextures(a.l,b.l,c.l)
   glPushAttrib(a.l)
   glPushClientAttrib(a.l)
   glPushMatrix()
   glPushName(a.l)
   glRasterPos2d(a.d,b.d)
   glRasterPos2dv(a.l)
   glRasterPos2f(a.f,b.f)
   glRasterPos2fv(a.l)
   glRasterPos2i(a.l,b.l)
   glRasterPos2iv(a.l)
   glRasterPos2s(a.w,b.w)
   glRasterPos2sv(a.l)
   glRasterPos3d(a.d,b.d,c.d)
   glRasterPos3dv(a.l)
   glRasterPos3f(a.f,b.f,c.f)
   glRasterPos3fv(a.l)
   glRasterPos3i(a.l,b.l,c.l)
   glRasterPos3iv(a.l)
   glRasterPos3s(a.w,b.w,c.w)
   glRasterPos3sv(a.l)
   glRasterPos4d(a.d,b.d,c.d,d.d)
   glRasterPos4dv(a.l)
   glRasterPos4f(a.f,b.f,c.f,d.f)
   glRasterPos4fv(a.l)
   glRasterPos4i(a.l,b.l,c.l,d.l)
   glRasterPos4iv(a.l)
   glRasterPos4s(a.w,b.w,c.w,d.w)
   glRasterPos4sv(a.l)
   glReadBuffer(a.l)
   glReadPixels(a.l,b.l,c.l,d.l,e.l,f.l,g.l)
   glRectd(a.d,b.d,c.d,d.d)
   glRectdv(a.l,b.l)
   glRectf(a.f,b.f,c.f,d.f)
   glRectfv(a.l,b.l)
   glRecti(a.l,b.l,c.l,d.l)
   glRectiv(a.l,b.l)
   glRects(a.w,b.w,c.w,d.w)
   glRectsv(a.l,b.l)
   glRenderMode(a.l)
   glRotated(a.d,b.d,c.d,d.d)
   glRotatef(a.f,b.f,c.f,d.f)
   glScaled(a.d,b.d,c.d)
   glScalef(a.f,b.f,c.f)
   glScissor(a.l,b.l,c.l,d.l)
   glSelectBuffer(a.l,b.l)
   glShadeModel(a.l)
   glStencilFunc(a.l,b.l,c.l)
   glStencilMask(a.l)
   glStencilOp(a.l,b.l,c.l)
   glTexCoord1d(a.d)
   glTexCoord1dv(a.l)
   glTexCoord1f(a.f)
   glTexCoord1fv(a.l)
   glTexCoord1i(a.l)
   glTexCoord1iv(a.l)
   glTexCoord1s(a.w)
   glTexCoord1sv(a.l)
   glTexCoord2d(a.d,b.d)
   glTexCoord2dv(a.l)
   glTexCoord2f(a.f,b.f)
   glTexCoord2fv(a.l)
   glTexCoord2i(a.l,b.l)
   glTexCoord2iv(a.l)
   glTexCoord2s(a.w,b.w)
   glTexCoord2sv(a.l)
   glTexCoord3d(a.d,b.d,c.d)
   glTexCoord3dv(a.l)
   glTexCoord3f(a.f,b.f,c.f)
   glTexCoord3fv(a.l)
   glTexCoord3i(a.l,b.l,c.l)
   glTexCoord3iv(a.l)
   glTexCoord3s(a.w,b.w,c.w)
   glTexCoord3sv(a.l)
   glTexCoord4d(a.d,b.d,c.d,d.d)
   glTexCoord4dv(a.l)
   glTexCoord4f(a.f,b.f,c.f,d.f)
   glTexCoord4fv(a.l)
   glTexCoord4i(a.l,b.l,c.l,d.l)
   glTexCoord4iv(a.l)
   glTexCoord4s(a.w,b.w,c.w,d.w)
   glTexCoord4sv(a.l)
   glTexCoordPointer(a.l,b.l,c.l,d.l)
   glTexEnvf(a.l,b.l,c.f)
   glTexEnvfv(a.l,b.l,c.l)
   glTexEnvi(a.l,b.l,c.l)
   glTexEnviv(a.l,b.l,c.l)
   glTexGend(a.l,b.l,c.d)
   glTexGendv(a.l,b.l,c.l)
   glTexGenf(a.l,b.l,c.f)
   glTexGenfv(a.l,b.l,c.l)
   glTexGeni(a.l,b.l,c.l)
   glTexGeniv(a.l,b.l,c.l)
   glTexImage1D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l)
   glTexImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l)
   glTexParameterf(a.l,b.l,c.f)
   glTexParameterfv(a.l,b.l,c.l)
   glTexParameteri(a.l,b.l,c.l)
   glTexParameteriv(a.l,b.l,c.l)
   glTexSubImage1D(a.l,b.l,c.l,d.l,e.l,f.l,g.l)
   glTexSubImage2D(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l)
   glTranslated(a.d,b.d,c.d)
   glTranslatef(a.f,b.f,c.f)
   glVertex2d(a.d,b.d)
   glVertex2dv(a.l)
   glVertex2f(a.f,b.f)
   glVertex2fv(a.l)
   glVertex2i(a.l,b.l)
   glVertex2iv(a.l)
   glVertex2s(a.w,b.w)
   glVertex2sv(a.l)
   glVertex3d(a.d,b.d,c.d)
   glVertex3dv(a.l)
   glVertex3f(a.f,b.f,c.f)
   glVertex3fv(a.l)
   glVertex3i(a.l,b.l,c.l)
   glVertex3iv(a.l)
   glVertex3s(a.w,b.w,c.w)
   glVertex3sv(a.l)
   glVertex4d(a.d,b.d,c.d,d.d)
   glVertex4dv(a.l)
   glVertex4f(a.f,b.f,c.f,d.f)
   glVertex4fv(a.l)
   glVertex4i(a.l,b.l,c.l,d.l)
   glVertex4iv(a.l)
   glVertex4s(a.w,b.w,c.w,d.w)
   glVertex4sv(a.l)
   glVertexPointer(a.l,b.l,c.l,d.l)
   glViewport(a.l,b.l,c.l,d.l)
EndImport


; Imports
Import "Glu32.lib"
   gluErrorString(a.l)
   gluErrorUnicodeStringEXT(a.l)
   gluGetString(a.l)
   gluOrtho2D(a.d,b.d,c.d,d.d)
   gluPerspective(a.d,b.d,c.d,d.d)
   gluPickMatrix(a.d,b.d,c.d,d.d,e)
   gluLookAt(a.d,b.d,c.d,d.d,e.d,f.d,g.d,h.d,i.d)
   gluProject(a.d,b.d,c.d,d,e,f,g.l,h.l,i.l)
   gluUnProject(a.d,b.d,c.d,d,e,f,g.l,h.l,i.l)
   gluScaleImage(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l)
   gluBuild1DMipmaps(a.l,b.l,c.l,d.l,e.l,f.l)
   gluBuild2DMipmaps(a.l,b.l,c.l,d.l,e.l,f.l,g.l)
   
   gluNewQuadric()
   gluDeleteQuadric(a.l)
   gluQuadricNormals(a.l,b.l)
   gluQuadricTexture(a.l,b.c)
   gluQuadricOrientation(a.l,b.l)
   gluQuadricDrawStyle(a.l,b.l)
   gluCylinder(a.l,b.d,c.d,d.d,e.l,f.l)
   gluDisk(a.l,b.d,c.d,d.l,e.l)
   gluPartialDisk(a.l,b.d,c.d,d.l,e.l,f.d,g.d)
   gluSphere(a.l,b.d,c.l,d.l)
   gluQuadricCallback(a.l, b.l, c.l)
   gluNewTess()
   gluDeleteTess(a.l)
   gluTessBeginPolygon(a.l,b.l)
   gluTessBeginContour(a.l)
   gluTessVertex(a.l,b,c.l)
   gluTessEndContour(a.l)
   gluTessEndPolygon(a.l)
   gluTessProperty(a.l,b.l,c.d)
   gluTessNormal(a.l,b.d,c.d,d.d)
   gluTessCallback(a.l, b.l, c.l)
   gluGetTessProperty(a.l,b.l,c.l)
   gluNewNurbsRenderer()
   gluDeleteNurbsRenderer(a.l)
   gluBeginSurface(a.l)
   gluBeginCurve(a.l)
   gluEndCurve(a.l)
   gluEndSurface(a.l)
   gluBeginTrim(a.l)
   gluEndTrim(a.l)
   gluPwlCurve(a.l,b.l,c.l,d.l,e.l)
   gluNurbsCurve(a.l,b.l,c.l,d.l,e.l,f.l,g.l)
   gluNurbsSurface(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,j.l,k.l)
   gluLoadSamplingMatrices(a.l,b,c,d)
   gluNurbsProperty(a.l,b.l,c.f)
   gluGetNurbsProperty(a.l,b.l,c.l)
   gluNurbsCallback(a.l, b.l, c.l)
   gluBeginPolygon(a.l)
   gluNextContour(a.l,b.l)
   gluEndPolygon(a.l)
EndImport 
; IDE Options = PureBasic 4.51 (Windows - x86)